141,288 Commits over 4,505 Days - 1.31cph!

21 Minutes Ago
Merge conflicts
28 Minutes Ago
reset locations of gibbable stages
38 Minutes Ago
main -> character_customisation
54 Minutes Ago
Merge from hackweek_random_skin_crafting
55 Minutes Ago
New random icon. Swap material for icon. Cache some stuff.
1 Hour Ago
tuna and bean cans now drop open empty cans when eaten instead of unopened versions empty version are lower in triangle count for LOD0 than the previous world models https://files.facepunch.com/pilgrim/2026/August/25_10-09-GullibleBangeltiger.mp4
1 Hour Ago
Fix Assets/Scripts depending on the test framework, which could potentially break builds that exclude tests
1 Hour Ago
re exporting assets
1 Hour Ago
Merge from render_pipeline_testing
1 Hour Ago
Updated Deferred+ to be compatible with SSS
1 Hour Ago
Move SSAO (and motion vector) passes to before transparent
1 Hour Ago
Merge from main
2 Hours Ago
merge from main
2 Hours Ago
heavy fuse now has a world model updated .item to properly reference it instead of using the burlap sack
2 Hours Ago
Fix ambient light flickering
2 Hours Ago
Merge from launchsiren
3 Hours Ago
Fix the siren off state visibility
3 Hours Ago
Semi automatic pistol: - More damage falloff at range - HQM craft cost 4 -> 6
3 Hours Ago
Merge from main
4 Hours Ago
Fix depth assignment in terrain prepass
4 Hours Ago
merge from main
Rin
4 Hours Ago
S2P swamps a,b,c
5 Hours Ago
Hooked up sale info in-game UI
5 Hours Ago
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
6 Hours Ago
Rework power mechanic Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full If the power plant has at least one fuse active the charge will not decrease Power is no longer deducted per transaction
Today
Merge from main
Today
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
Today
Merge from main
Today
Merge from monument_blockers_fixes
Today
Show health bar when hitting monument blockers Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere
Today
Compile fix (don't use editor only function)
Today
Run batch alpha fitter
Today
Add some padding to terrain depth prepass distance
Today
Added "Keep on target" text to homing launcher UI - Reduced the lock on timer by 30% https://files.facepunch.com/el-hog/2026/August/25_09-32-WorthlessDanishswedishfarmdog.mp4
Today
AlphaBatchFitter improvements and alphamap toggle convar that switches between terrain material feature
Today
Fix merge issues
Today
Group upkeep modifier now takes into account any unique players authed on a code lock If a player is not authed on a TC but is authed on a code lock controlled by that TC then they will contribute to upkeep costs Runs through the same 24h window as TC auth Can be disabled via decay.upkeep_group_count_locks Added tests to verify behaviour
Today
Merge from main
Today
Merge from modular_car_handling_improvements
Today
Minor tweaks Prevent players using toggle duck getting stuck with handbrake on Apply the raw tyre force regardless of whether the handbrake is on Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)
Today
Merge from main
Today
Hunters and fish pie 2 > 1 mushroom
Today
dead log resource gib meshes and setup isn't currently supported as nothing in the resource family gibs
Today
Small oilrig converted
Today
Minor adjustments to CEF implementation * Added some safeguards in resource handlers * Added mime type translations for gif, webm, mp4 Remove "Hinge Axis (Non functional)" field from prop_door_rotating Fixed a crash with failing to create `physics_entity_solver` entity Try to solve potential backwards compat issues w/ voice panel changes Fixed an infinite loop with TokenReader::IgnoreTill Do not play suit animation on spawn * This is apparently a thing where multiplayer gamerules force equip the suit on spawn, but with animation enabled PR: Prevent Lua errors when running gmod_admin_cleanup twice Try keeping Win7/8 support for Hammer for that one guy * Probably shouldn't bother since it affects < 0.1% of Windows users, but it's also a tiny change Added sv_standable_normal
Today
WIP Oil rigs no longer despawn all crates when the server restarts, large rig converted, small rig to go - Reworked the reset setup, attached a generator to the main reset so it can be saved, removed the smaller puzzleresets for each of the rooms - Puzzle now force-resets on server restart, unless there's players nearby - this also fixes getting killed while sleeping if you happened to be near any puzzle when the server goes down - Crates get saved so if you were in the middle of hacking the locked crate, it just continues after restart - Various other stuff to allow the puzzlereset to correctly find its reset entities and reset objects again afterwards - Puzzle itself saveloads references to spawned crates so it doesn't spawn duplicates on the next reset - ScientistBoatOilrigManager is no longer an entity (not needed) - Slight refactor, lots more cleanup to be done
Today
merge from main -> Hackweek_CompostUI
Today
merge from main
Today
merge from Squirrel_test -> critter_animals
Today
merge from cui_updates