162,162 Commits over 4,597 Days - 1.47cph!

Today
Another use for honey Sticky Grenades. Can be attached to any entity including players:
Today
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Today
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Today
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Today
Record per-system timings in every benchmark scene
Today
Sync .github from main (845dc095ded) (#6)
Today
Changeset: 169668 Change mac build to arm64-only
Today
Remove redundant index-to-value dictionaries from ListHashSet and ListDictionary
Today
Fixed some issues with the wetness effects and glass shaders
Today
Animated building blocks now update the rain grid when open/closed
Today
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
Today
Testing out some manually placed water effects
Today
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?
Today
Make weapons in turrets take damage when shooting, same wear rate as a player shooting. * When the turrets weapon breaks, its laser will turn off and it will spark. * https://files.facepunch.com/el-hog/2026/November/11_12-27-SophisticatedMice.mp4
Yesterday
Settings menu
Yesterday
Language selector in the panel preview window
Yesterday
Moved game settings to a scriptable object
Yesterday
Fixed fucked up phrase property drawer
Yesterday
Main menu and its pages are warmed up when created
Yesterday
Optimize: conveyors sleep until one of the attached containers have an item in it change
Yesterday
Merge splitters into split blocks when every branch holds only split storages
Yesterday
Add tests for cupboards chained through splitters and combiners
Yesterday
Fill tool cupboards evenly, like furnaces
Yesterday
Resave tool cupboard prefabs
Yesterday
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Yesterday
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Yesterday
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Yesterday
Add parallax mapping to bullet decals
Yesterday
F1 console update - commands describe their arguments, so the UI can show the signature and suggest values as you type * Tells you exactly what parameters are expected in what order, their types and value ranges, whether they are optional or required, they can have added help texts * Custom autocomplete sources such as file names when loading configs, item or entity names https://files.facepunch.com/cipeax/2026/November/11_00-58-IntrepidGoldfinch.mp4
Yesterday
Limit camera recordings to 60s and tapes to 5 minutes of demos
Yesterday
Play back voice chat recorded on camera tapes
Yesterday
share vclouds render between sun and sunless water reflection probe
Yesterday
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
Yesterday
don't run water window pass copy unless underwater
Yesterday
Record EnvSync into camera tapes
Yesterday
Added additional option to customise shaft style (i.e. skins) to fletching jig dialogue
Yesterday
remove water ambient lighting interpolator on upward facing water surfaces
Yesterday
Fix test runner getting tripped up by an empty string being used as a parameter
Yesterday
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Yesterday
implement proper ocean patch culling in ocean hull shader
Yesterday
Expose wind turbulence to weather preset, raise it on heavy rain so we get more foliage movement
Yesterday
Some randomisation to rain speeds
Yesterday
Fixed small band of wetness in some base corners
Yesterday
Fix water drops appearing to clip through the ceiling when standing underneath them
Yesterday
Disable any wetness rendering in edit mode, better terrain falloff
Yesterday
Added a new weather preset editing window, sets weather settings instantly bypassing any easing
Yesterday
Changeset: 169668 Change mac build to arm64-only
Yesterday
Rejigged the arrow customisation UI to be full screen and better match Rust's UI. Increased viewport size of arrow preview. More colours added.
Yesterday
- Fixed wrong DLL being excluded from Win32 srcds (oopsie) - Merged Pull Requests - Check `AdminOnly` field when spawning vehicles - TTT: Ignore unknown modes in ttt_mute_team
Yesterday
Fix more cases