137,675 Commits over 4,474 Days - 1.28cph!
merge from vm_stack_size_fix
Ensure pool ui closes in demos (when not in first person)
Added abyss helmet meshes to SkipInFirstPersonLegs list
Merge from PlayerMaintainedMonuments/powergrid
New powerline effects turn on/off with powergrid
Add remaining Black Mesa map icons
Some more Black Mesa entities
Minor entity cleanups & fixes
* Found some more necessary nullptr checks when at entity limit
* Removed env_debughistory entity and its associated concommands (Already did nothing)
Pull Request: Ability to hide disabled tools
https://files.facepunch.com/rubat/2026/July09-2929-AlarmingJavalina.mp4
merge from ui_disconnect_cleanup
Fixed nameplates and pie menu not being cleared on disconnect
Merge from PlayerMaintainedMonuments
merge from charm_craft_fix
When crafting an item, if the prefered charm id isnt a charm, set and save it to 0 (no charm)
Fixes not being able to craft items sometimes
Adjusted rock_formation_d some more to avoid gaps
Changed both cliff_tall_b and cliff_tall_slope_l_a 's TerrainHeightSet object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff
- Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother
- Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely)
merge from water_treatment_plant_maintainables -> PlayerMaintainedMonuments
tuned up pipe watercatcher:
- added preliminary sound events
- adjusted water generation rate
- tweaked prefab
invisible water producer variant, applied to pipes, manifest
remove greyboxing from water pipe prefab w/ new asset
added maintainables to WTP monument scene + S2P
WTP maintainbles updates
- gearboxes have max pwoer output optional setting
- created new prefab for scene maintainables, with 3 gearboxes set to 75 max power each (200 is threshold to start tank spinning)
- placeholder sound code
- renamed WaterCatched debugging convar to reflect new general state
- removed testing debug logs
Slightly lowered the centre rock of rock_formation_d to prevent a terrain in the middle
Fixed this mat being emissive on abandoned static env assets.
Powerline indicator states, electrical FX, LODs & distance glow.
Added player.adminsafezonelooting (disabled by default) which allows admins to loot wounded players, corpses or bags
https://files.facepunch.com/raul/1b0811b1/08_19-35-CyanViperfish.mp4
Removed redundant Unity tools entry
Fixed cliff_hills_large_b poking out of terrain
- Added a few more terrain anchors
- Increased offset/extents of all anchors from 2 -> 2.5 to help with sloped placement (more anchors alone did not solve the example case)
Added support to the CliffSandbox scene to recalculate prefab positions based on terrain anchors, specifying what prefab name to recalculate for
Added missing UnityEvent attribute on RidableHorseAduio::PlaySound
merge from shield_anim_subsystem
Added active FX, sounds and env volume to the pipe hole.
Restore player anim controller I went too far with deleting shield states, we still need `shieldBlocking` for lowering hands.
designs for underground stations
rock sculpture steam id and placeholder icon
SDF generation from shape modifications is done in the background as well, sculpting has near-zero mainthread cost now
fixed non-interacting single-press interactions triggering SDF rebuild
Move shields to subsystems
placeholder sprays for games pack, set up steam ids and unlocks
powerline indicator light material and textures
added to powerline electric box prefab - needs hooking up
Prevent error spam about _EnvVolumeBuffer
placeholder games wallpapers
Adding sheep rig and animation exports
bar stool metal and bar stool wood initial prefab setup and skins, unlocks etc
Prevent DoF from rendering on non-game cameras