137,704 Commits over 4,474 Days - 1.28cph!
Added livestock scene to dev menu
Merge from roof.bottom.line conditionals consistency pass
Merge from apartment_complex_monument (swing jumping)
Fixed redundant RendererLOD on door.hinged.industrial_a_e
Fixed missing MeshCull on CCTV yaw mesh
Merge from scene_check_tool
Fixed HLOD renderers appearing as renderers without LODs in scene checker
Removed old tools, now replaced with unified SceneChecker
Fixed some water catcher panel help issues
Added a display of which modules will be spawned on the test cars in the vehicle editor
Saves having to click through into the scriptable object
Updated dome setup with new art
Moved the fuel pump models into the entity itself
Merge from shadow_caching_tooltip_fix
Merge from shadow_caching_framerate_fix
Merge from shadow_caching_ambientlightlod_fix
Merge from apt_cctv_culling
Merge from fix_trap_displacement
Merge from fix_buffer_upload_mode
Merge from fix_demo_culling
Removed console input field character limit
merge from console_inputlimit_fix
Tweak turn in place settings, add response curves for ads/non ads, hook up playback speed as a parameter so we can bump it up if you're turning fast.
merge from jumpsuit_occupation_under_fix
merge from abyss_hazmat_helmet_view_fix
merge from clantable_snapping
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