135,719 Commits over 4,444 Days - 1.27cph!
get binocular effect working in RRP
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?)
Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth)
Added all of the missing pooling components, found 95
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map
Much safer fix for held entities potentially reappearing during gestures when they should be hidden
Attempted fix/refactor of how we hide held entities whilst performing gestures
Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before)
Seems to work okay, seemingly only a few small issues to iron out
Fixed break in menu item throwing server side entityref lookup error
New Wearable pooling test, ensures every wearable has a poolable component
Fix military silencer not spawning in loot
1st floor and mid floor corridors LOD/COL/prefabs
Fix phrases getting lost in a previous merge
Update PhraseContexts.json
fix contact shadows server compile
merge from render_pipeline_testing
Delete more log files if they are over 100MB
Minor cleanups
* Delete CTextStatsMgr, unused system that writes an unnecessary empty text file called "stats.txt"
* Set sv_logdownloadlist to 0 by default, prevents generation of useless files in garrysmod/DownloadLists/
Get rid of sv_no_ain_files and do not auto send .nav and .ain to clients
Delete game/steam.cfg
Probably some leftover from pre SteamPipe days
Move demoheader.tmp to cache/ folder
Disable startup videos system
* It was non functional anyway, but now we don't read an empty file on game start up
Move media/mapkeys.res to settings/mapkeys.res
Remove hardcoded limits from StudioMDL DMX support
* For normals/textcoords/faces specifically, as the underlying arrays are no longer staticly sized. Of course it could fail elsewhere now.
Stop the game shouting about ShutdownMixerControls not being in a list
Accidentally fixed GameState.txt being empty all the time
* I wanted to maybe remove it since it was empty, but it was being written multiple times and overwritten by an empty file at the end
Improve default server log filename format
* L-YYYY-MM-DD-II now, was LMMDDII which is incomprehensible
Implemented sv_log_storetime (defaults to 0)
* A number of hours to keep log files in /logs/ for
Prevent sv_pure defaulting to mode 0
Minor cleanups
Disable SRCDS status bar on Windows
* lets see how many people will immediately ask to restore it
Minor cleanups regarding Steamworks
merge from prototype -> apartment_complex_monument
Adjust the position of the front vendor forwards so they are easier to interact with
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
refactor airfield terminals to use a "charge up" type of powering
made general ChargeUpIOEntity to inherit from for this style of behaviour
Stop WaterSystem from making the scene view continuously render for no reason
You can enable Always Refresh in the scene view if you want it back
merge from main -> apartment_complex_monument/prototype
Merge from clan_tab_refresh_button
update apartment_complex_monument/prototype
merge from prototype -> apartment_complex_monument
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
When opening the spraycan reskin menu, the currently applied skin object you are looking at is now greyed out, instead of always being accessible and confusing - works with wallpaper too
https://files.facepunch.com/cipeaX/2026/June/17_19-28-ScratchyBass.mp4
Ability to enable/disable seat by socket height dynamically on each entity
Clean: rip out TerrainHeightMap.GetHeightsFastIndirect
GetHeightsIndirect is similarly fast(~10%) and consistent at borders with GetHeight
Tests: ran water level tests (but they're falsely passing)
Add unitask branch to run server occlusion pair gathering in parallel with useplayerupdatejobs >= 4, add tests
- initial perf tests suggest ~40-50% faster execution in a 400-player scenario
- consistency tests pass
add some additional RRP client-only guards
Clean: remove TerrainHeightMap.GetHeightFast, replace with GetHeight
- added GetHeight(Vec2) overloads to avoid accidental GetHeight(Vec3) call via implicit conversion
GetHeightFast is ~55% faster in managed land, but it's not used in very hot loops, so doubt we'll notice the difference. If we really care, we can replace it with available burst jobs.
Tests: ran unit tests
Compile fixes, metas, codegen
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests
Tests: ran all unit tests
Fix crash in DrawProcedural() due to wrong shaderPassId
added sprint sub system script to blunderbus,lmg,l96,m39,waterpipe shotgun,hm smg, sks entities and exported/linked unique 3p sprint idle pose for each weapon
Update: TerrainHeightMap - redirect all height and normal calcs to go via HeightMapData impl
- Renamed HeightMapData.GetHeight -> GetHeight01
Tests: all unit tests pass, perf tests results seem same
Glowing Wallpapers - foxfire wallpaper initial setup
Update: fill in some missing overloads in TerrainHeightMap
- get rid of commented methods
Tests: ran unit tests
adding roll container prop