141,288 Commits over 4,505 Days - 1.31cph!
reset locations of gibbable stages
main -> character_customisation
Merge from hackweek_random_skin_crafting
New random icon. Swap material for icon.
Cache some stuff.
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
Fix Assets/Scripts depending on the test framework, which could potentially break builds that exclude tests
Merge from render_pipeline_testing
Updated Deferred+ to be compatible with SSS
Move SSAO (and motion vector) passes to before transparent
heavy fuse now has a world model
updated .item to properly reference it instead of using the burlap sack
Fix ambient light flickering
Fix the siren off state visibility
Semi automatic pistol:
- More damage falloff at range
- HQM craft cost 4 -> 6
Fix depth assignment in terrain prepass
Hooked up sale info in-game UI
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
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
Stables_b is now playable in editor
Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
Merge from monument_blockers_fixes
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
Compile fix (don't use editor only function)
Add some padding to terrain depth prepass distance
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
AlphaBatchFitter improvements and alphamap toggle convar that switches between terrain material feature
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
thumb_up
104
thumb_down
6
Merge from modular_car_handling_improvements
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)
Hunters and fish pie 2 > 1 mushroom
dead log resource gib meshes and setup
isn't currently supported as nothing in the resource family gibs
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
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
merge from main -> Hackweek_CompostUI
merge from Squirrel_test -> critter_animals