15,213 Commits over 2,680 Days - 0.24cph!
Merge branch 'main' of rust
Merge branch 'generic_animator'
Rebake a bunch of cinematic animations, fixes some real nightmare fuel in the tutorial
Rebake held-attack-anim, remove some unused instrument animations
Deleted 3p_lr300_sprint_idle_edited.anim, cleaned up some chainsaw humanoid refs
Break out the reporting process from BuildAssetBundles, keeps the diff more manageable
Merge remote-tracking branch 'origin/main' into hackweek_local_tutorial
Adjusted sockets on dropbox
* Will now always be flush with wall, fixes some awkward storage adaptor placements
Some minor changes to the player pose class to keep backwards compatibility with media version
Add eye look at support to PlayerLimbIkModule
Rebaked a small selection of clips that were using the mirror functionality or still targeting the old model
Make a missing bone in IK just spam warnings in the editor
Merge remote-tracking branch 'origin/main' into generic_animator
Extended the show hands anim preview option to support showing the whole player body
Setup build menu items, builds server+bundles+copies bundles
Merge remote-tracking branch 'origin/main' into hackweek_local_tutorial
Merge branch 'main' into generic_animator
Fixed some issues with the wetness effects and glass shaders
Animated building blocks now update the rain grid when open/closed
Playing around with a new puddle feature
*Hand placed in monuments, animates in and out via alpha over time
Works nicely with the hand placed water spout fx I added earlier, so when it rains some parts of a structure can have big gushes of water and puddles can appear beneath them
Puddles don't respect the rain occlusion system so we can use them in placed that would otherwise not be wet but might make sense for a puddle
Just using some generic noise as a puddle texture, could be replaced with something a bit nicer
https://files.facepunch.com/jarryd-campi/2026/November/Unity_KZCezAcmDg.mp4
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Testing out some manually placed water effects
Raindrops are now illuminated by distant light flares
* https://files.facepunch.com/jarryd-campi/2026/November/Unity_wKkR1wBhvT.mp4
Picks the 16 flares closest to the center of the screen to pass to the shader
Has some issues, there's no simple way to handle the flares being occluded by other geometry, we could maybe get away with it?
Implement rising rivers during rainfall, shelving here because it doesn't work very well
* Server prebakes the lowest and highest river levels and lerps between them
Problem is after a few proc gen tests in most cases this looks bad and results in a visible water edge
We'd need actual water physics? Not worth it
https://files.facepunch.com/jarryd-campi/2026/November/Unity_yXJIos8h4u.mp4
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Expose wind turbulence to weather preset, raise it on heavy rain so we get more foliage movement
Some randomisation to rain speeds
Fixed small band of wetness in some base corners
Fix water drops appearing to clip through the ceiling when standing underneath them
Disable any wetness rendering in edit mode, better terrain falloff
Added a new weather preset editing window, sets weather settings instantly bypassing any easing
Merge remote-tracking branch 'origin/hackweek-rain-benchmark' into hackweek-rainy-days
Merge branch 'main' into hackweek-rainy-days
Updated benchmark scene a bit
Merge remote-tracking branch 'origin/main' into hackweek-rain-benchmark
Player skin is now affected by rain, disabled drops so it's just shine
Enforced a minimum visibility for rain, it was getting lost during the day
Fixed some viewmodel rain effect issues
* https://files.facepunch.com/jarryd-campi/2026/November/Unity_1QZcAB3TL7.mp4
Added a new ambience system to play a rain on roof sfx when under cover during rain
* Currently just using the one temp sfx, but has support for per physics material sfx so we could do rain on wood/metal/etc roof
https://files.facepunch.com/jarryd-campi/2026/November/Unity_GIXWpMBA6y.mp4
Apply wetness to terrain and foliage shaders, fade out based on foliage render range (looks bad at a distance)
*Automatically inherited the rain grid functionality so terrain looks dry underneath solid objects
https://files.facepunch.com/jarryd-campi/2026/November/Unity_OITx5EusZO.mp4
Added a new rain benchmark, just flies through a lit structure with the rain enabled
Added some noise and speed variance to pfx and wall/floor effects
* https://files.facepunch.com/jarryd-campi/2026/November/Unity_PzCYQtMcz1.mp4
Lower rain drop collisions to low quality, just use the rain collision grid we made yesterday (saves CPU time)
Rain drops pick up lighting around them
* https://files.facepunch.com/jarryd-campi/2026/November/Unity_dwa0rv3Zt0.mp4
https://files.facepunch.com/jarryd-campi/2026/November/Unity_Hf2pPVSJgl.mp4
Make the rain particles themselves a bit longer and more visible
Wetness and rain drops on viewmodels, looks a bit jank
More perf work, rain calc now costs less than 0.01ms when camera is moving, free if stationary