142,567 Commits over 4,413 Days - 1.35cph!
Multiply the layer weights by player movement (controlled via PlayerVelocityCap and PlayerVelocityMultiplier curve on MeleeWeaponAnimationSubSystem)
Replaced the UseTwoHandMask parameter on the torch animatior with two new float multipliers (RightArmLayerWeight and BothArmsLayerWeight)
This allows us to fade in and out both arms independedntly and makes it easier to match the fade outs with motion in the clip (ie. mask us fading out both arms by making sure the fade happens while the left arm is moving)
Fixed OverrideAnimationSubSystem having a weight of 0 for a frame if it's Fade In Time is 0
Set Fade In Time on hand hold sub system to 0 to fix torch being out of position for a frame (right arm controller still fades in so it looks nice, the hand snaps to hold though)
Fixed telephone reference on OverrideAnimationSubSystem
Fixed most subsystems not fading out properly on disable
Fix battery charging issue with closed loop circuits
Fixed batteries not considered as sources when building the evaluation order
Fixed player body being visible in first person
Merge from codegen_refresh_fix
Manually import the generated code files after running CodeGen instead of calling AssetDatabase.Refresh
No longer need to alt tab out of the editor and back in to compile after running codegen
Keeps legacy behaviour when running in batch mode, let's not mess with builds
Created a new smashable glass entity, spawns gibs when destroyed and turns it's mesh off
Will re-enable the mesh after 10-15 minutes if no players are within 100m
Added debug.respawnallsmashables that respawns all of the smashable objects instantly
Implemented on CarPrefab
Tweaked miners hat to match cap coverage (also fixed NRE on light switch on)
Tweaked boonie hat to match coverage of cap (to reduce hair conditionals needed)
Updated all ddraw command help texts to match with the actually used arguments
Fixed ddraw.arrow line ztest and distance fade inconsistency (would not respect command arguments)
https://files.facepunch.com/raul/1b1211b1/ddraw_arrow_ztest_inconsistency_.png
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Added parenting support to ddraw (assign an entityID to the command), position and rotation behave like local coordinates
Backward compatible with ddraw.use_instancing false (supports all; line, arrow, sphere, capsule, text and box)
https://files.facepunch.com/raul/1b1211b1/12_22-53-BiodegradableGalapagoshawk.mp4
HQM collectable
Rare jungle spawn only (Make Jungle Great Again)
https://files.facepunch.com/Rin/2026/05/Unity_WfSidmbkRU.mp4
merge from iolines_shader_fix
Swapped all IO wires to use the standard shader instead of standard wire. Fixes some rendering issues, they were made transparent after some changes to the wire shader
They don't really need all the features from the wire shader
Send in-game voice chat to our api
- only capture audio when you holding push to talk (just like normal in-game chat)
- planning to moderate for obvious racism, not for "normal in-game banter"
- batch audio into up to 60s chunks
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merge from heads_shadow_pass
Enabled hair cap on male/O material
Actual fix for neck seam on male/H
Fix a bunch of SetFlag usages which were potentially doing multiple unnecessary SendNetworkUpdate invokes
Add a disposable struct to be able to define a scope in which we want to listen for flag changes and then do a network update at the end of the scope if flags changed
All heads share either male or female LOD3
More items converted to the new io system
Further improvements to debug.drawcolliders
- devDebugHighlight shader supports transparency, triggers and prevent building volumes are drawn slightly transparent and using a unique debug texture
- All colliders get drawn with different colors according to the layer they are on, controlled by DrawCollidersConfig - can now immediately tell which layer something is on
- Added convars to optionally hide triggers / prevent building volumes
https://files.facepunch.com/cipeaX/2026/May/Unity_o3XpXSbFZr.mp4
Needed to run DoPrepare script. Finally got the apples spawning and dropping correctly🍏
https://files.facepunch.com/LukeD/2026/05/Unity_ygx9jPADqb.mp4
Thinking I should make the apples red as they're difficult to see. Need to up the LOD too.
Manifest update.
Female head shadow pass/eyelashes/head shapes
Updated the subsystem layer weight on the torch
- Add walls to the pool physics simulation
Added apple.tree prefab and scriptable blueprint for spawning.
Added 3 apple spawns to oak_d.
Added 3 natural beehie spawns to oak_b.
resubmitting the honey bandage label + icon name got removed somehow.
- Shared client+server physics tick rate (for now)
- 15 ball triangle rack setup
- Cue ball setup
- Properly map ian physics engine -> world space
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
- Setup pool table deploy prefab
- Further tweaks/cleanup to .deployed
Add seagull assets + some test scripts
Pool table linking:
- Client + server run physics
- Server sends snapshots to the client (position, rotation, velocity)
- Client updates running simulation to match the sent server update
- Run it through save/load right now
Addressing Rust Relay packet de-duping
Added UnityEngine.UI.CanvasGroup component support to CUI
Remaining male heads, shadow pass/eyelashes/head shapes
edited 3p crouch idle anim