139,365 Commits over 4,474 Days - 1.30cph!

16 Minutes Ago
click fix
22 Minutes Ago
entry finished-ish
32 Minutes Ago
entry
51 Minutes Ago
gas station car crusher harsher collision placement fix crusher not fully gibbing cars fix lift being damageable
1 Hour Ago
merge from water_treatment_plant_maintainables
1 Hour Ago
forgot meta apparently
1 Hour Ago
water pipes fixes - collider much smaller, only on faucet part - buffed water push rate for IO 6 -> 18 - increased tank capacity 5000 -> 15000 - removed duplicate sound script - consistent LOD ranges for all fx/sounds
1 Hour Ago
More
1 Hour Ago
updated powerline electrical box so that the wires and cover shute are lower and more over to the side to help prevent wire clipping on the io ports
1 Hour Ago
jukebox - speaker fx shows when isPowered and in the ON state - added lods - updated prefab
1 Hour Ago
merge from PlayerMaintainedMonuments
1 Hour Ago
changed positional height of the powerline_pole_a fbx steps removed them from the fbx into its own object so they can be turned on and off will need setting up by the code-person
1 Hour Ago
wip list entries
1 Hour Ago
merge from sharkmovement_sound_fix
1 Hour Ago
Fix "sharkmovement.prefab not found in any asset scenes" log, found after I bumped this to a warning It flagged an actual small issue, the shark has these subtle movement sounds that are supposed to be playing while it's charging the player - but they didn't work due to not being in the correct folder. Now no longer completely silent: https://files.facepunch.com/cipeaX/2026/July/27_20-29-UnequaledLittlenightmonkeys.mp4
1 Hour Ago
merge from hackweek_parented_ddraw
1 Hour Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
1 Hour Ago
Fix stack overflow and alloc in navmesh load / save
2 Hours Ago
Merge from rustplus_camera_fixes
2 Hours Ago
more
2 Hours Ago
Added sounds for the gas pump
2 Hours Ago
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles
3 Hours Ago
Move scanlines to base
3 Hours Ago
Hash ddraw object IDs from string to int client-side (behaviour remains the same) https://files.facepunch.com/raul/1b2711b1/27_19-54-DopeyZooplankton.mp4
3 Hours Ago
Scaling
3 Hours Ago
Common/bg wip setup
3 Hours Ago
Soundwaves Nixed fresnel from the emissive for aliasing purposes.
3 Hours Ago
Delete unused details panel
3 Hours Ago
WIP
3 Hours Ago
merge from main
3 Hours Ago
More minor work
3 Hours Ago
Merge from satellite_crash
3 Hours Ago
Default require_powerplant to true. Stays false in editor for easier satellite testing.
4 Hours Ago
Merge from satellite_crash
4 Hours Ago
Finally fixed the mounting-backwards bug. That took longer than it should have.
4 Hours Ago
Adjusted powerline pole ladder collider to be able to climb it from any sides Updated side wire colliders to use GameTrace so players can climb through but shoot it Disable ladder collider if powerline pole does not have an IO box, no more require looking at the collider when climbing
4 Hours Ago
merge from darts_game
4 Hours Ago
darts polish & fixes - fix scoring not calculating properly - integrate effects from petur: dart puff, bullseye hit, win game - change default accuracy velocity threshold 0.03 -> 0.05 - fix winning game adding another score line at the end
4 Hours Ago
merge from sculptures
4 Hours Ago
merge from main
4 Hours Ago
merge from sculptures/lods
4 Hours Ago
refactored out persistent vertices/indices in the generator for TempJob allocated lists, virtually free and allows parallel LOD marches
4 Hours Ago
- Make appearance and animation windows movable (mostly refactoring to make all utk rust windows movable) - Create keyframes for current zoom/focal length when placing dolly cameras. - Fix NRE from cloning players - Fix not being able to use convars directly in demoui2, no longer prioritizing the options menu. - Maybe fix the dlaa/dlss crash, needs more testing
5 Hours Ago
initial LOD setup - using box sampling at mip levels to generate meshes from the same data using smaller grids, only generating 2 lods because it turns to nothing after that many. Can get tri count in the region of 9k->2k->0.2k
5 Hours Ago
Fix triangle planters not snapping to triangle floors testlist
5 Hours Ago
Bar Wallpaper - updated textures and icon
5 Hours Ago
merge from HAB_armour_health_fix
5 Hours Ago
Fixed placement of wooden barricade and barbed wooden barricade. Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor
5 Hours Ago
Made corridor stop transition pieces wider to account for train stations of different widths
6 Hours Ago
More prefab cleanup