159,035 Commits over 4,566 Days - 1.45cph!

Rin
12 Minutes Ago
merge from hackable_crate_icon
Rin
13 Minutes Ago
Updated hackable crate map icon
30 Minutes Ago
Merge from vcc
35 Minutes Ago
merge from gunfiring_optims
49 Minutes Ago
Fixed issues from the far shot and shell replay changes
1 Hour Ago
Wallpaper health was included with every building block, even those without wallpaper Saves 10 B per building block
1 Hour Ago
More prefab fixes
1 Hour Ago
Optimize LookAtPlant and LookAtPlanter, only rebuild if data changed
1 Hour Ago
Stop muzzle flash light casting any shadows past 60 meters cause it's wasteful Added MaxShadowDistance to LightLOD, default 0 so existing lights aren't changed
1 Hour Ago
Fix head jitter when playing turn in place anims
1 Hour Ago
Pack the tree billboard lists sent to joining players Each cell now sends its prefabs once, ids as deltas from the previous tree and positions as raw halves instead of a nested message per tree ~30 -> ~16 bytes per tree, roughly 1.8 MB -> 0.9 MB per player join on a full map
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Reviewed the 3P gun effects we spawn for distant shots: - Muzzle particles don't emit past 60m anymore, you only get the muzzle light and the sound - Shells aren't spawned past 15m Unchanged when using scopes and binoculars, the distances are stretched based on zoom scale
2 Hours Ago
Item icon, delete some unused uzi fbx files at the root of the assets folder
2 Hours Ago
merge from snowmobile_wheel_fix
2 Hours Ago
Fixed snowmobile wheels jittering at standstill due to physics noise Before: https://files.facepunch.com/raul/2026/October/13_14-12-FrailCobra.mp4 After: https://files.facepunch.com/raul/2026/October/13_14-14-RedBlacknorwegianelkhound.mp4
3 Hours Ago
Texture fixes
3 Hours Ago
Send animal look direction in an RPC rather than with SendNetworkUpdate Animals with look animators were running network updates crazy often rather than just sending the look over This was especially bad with cows, wolfs, sheep and bulls Worst offender is cow at ~144 bytes per look update (network update). ~350 B/s per cow per player -> ~60 B/s
3 Hours Ago
merge from main
3 Hours Ago
Set all the gun firing effects warmed up amount accordingly Estimated +21MB vs main, still around -29MB overall after removing the 3900 useless thrown projectiles
3 Hours Ago
Release pad run/crouch toggles when keyboard/mouse is used, so a pad latch can't carry into keyboard play
4 Hours Ago
Various prefab fixes
4 Hours Ago
Fix editor NRE debug
4 Hours Ago
mag_drop_fixes -> main
4 Hours Ago
Stop SpaceLR and M15 mags sticking to the bone
4 Hours Ago
Gun attack effects can now be recycled before their tail sound finishes, means we only have to warm up half the amount we'd need to
4 Hours Ago
Cleanup
4 Hours Ago
merge from main
4 Hours Ago
Skip the gamepad vehicle action set lookup when no Steam Input controller is active
4 Hours Ago
Only send waterwheel network updates when its actually changed (at low speed) Saves ~76 B per skipped update per nearby player
4 Hours Ago
Merge from main
5 Hours Ago
Clear potential stale gamepad inventory cursors in edit mode
5 Hours Ago
Tooltip bind lookup fix
5 Hours Ago
Added replayInPlace to EffectRecycle, lets us flag effects that can be replayed in place instead of popping and retiring a pooled copy every time Applied to AK first and 3rd person shell eject effects for now, ~0.13ms -> ~0.04ms per shot Also means we'll only have to prewarm a handful of shell particle prefabs for all the guns
5 Hours Ago
Adding dweller mace viewmodel rig
5 Hours Ago
Merge from main
5 Hours Ago
merge from main
5 Hours Ago
Use Facepunch.Steamworks GetPngAnalogActionGlyph for stick/trigger glyphs, remove the now unnecessary hacky workaround
5 Hours Ago
Merge from main
5 Hours Ago
Fix motion vector pass being culled when ocean is present
5 Hours Ago
Merge from main (actually latest this time)
6 Hours Ago
Updating tattoo rig with updated mesh
6 Hours Ago
Merge from main, and fix MapInterface marker conflict
6 Hours Ago
Merge from render_pipeline_testing
6 Hours Ago
Merge from render_pipeline_testing
6 Hours Ago
Merge from fp_sw_glyph_fixes
6 Hours Ago
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
Today
Forward jump down animations for cow and sheep
Today
Updating flail viewmodel rig