141,705 Commits over 4,505 Days - 1.31cph!

Today
merge from editor_save_toolbar -> main
Today
merge from skinviewer_cubemap_fix
Today
merge from main -> editor_save_toolbar
Today
Refactored PlaceDecorRoadside to use Dithering and retry placement of pipes a configurable amount of times to get past the terrain checks blocking >80% of spawns - Dithering only moves away from roads, to make sure it doesnt re-try with one directly in the path Also fix PlaceWaterTreamentPipes to not use unnecessary statics
Today
Fixed cubemap not working for viewmodels in the skin viewer unless you connected to a server
Today
merge from qol_compost_ui -> main
Today
Codegen
Today
Optim: consolidate bundle un-/sub to store opening closing - force reload the active tab when opening store page Lets us unload resources while being ingame. Saves us 380MB in textures Tests: both backends in editor, took snapshots in standalone client. Noticed reopening shop now has borked images in standalone >.>
Today
merge from main -> qol_compost_ui
Today
added more calf texture and material variants and an extra cow variant.
Today
Bugfix: make sure grids of general store tab get notified about closure Avoids growing asset bundle ref count Tests: navigated through abunch of menus, no errors
Today
Updating izi world model rig
Today
revert anchors to softer checks, too many was preventing them from spawning works is carried by the terrain heigh raisers to try to fill terrain under the skirt in the prefab
Swap live background over to a small apartment Setup custom lighting for icon rendering
Use a live background in the character creator Streamline everything into a single CharacterStage prefab Cleanup old crappy static shot renderer
Today
merge from paint_f1menu_fixes
Today
optimised binbag pile - 41 renderers down to 1. There are 14 of these around the apartment complex alone. it was a pile of 34 nested binbag prefabs plus 6 ground_junk, each carrying its own mesh lod and renderer batch, sat under a parent that had its own mesh lod on top. all 41 drew at once at close range draw calls 41 > 1, mesh lod components 41 > 1 rendererlod, gameobjects 41 > 3 collision 34 mesh colliders -> 1 i dont t
Today
Update: convert icons on DLC tab to be dynamic refs - updated StoreBundleTool to auto-update stale properties after bundle assignment - ran dyn ref bundle assign - also made CoverImage only do non-unity-null check as it was misfiring Tests: navigated through in editor both in db and bundle backends, tried standalone
Today
Merge from hab_armour_damage
Today
HAB armour returns parent hotairballoon health.
Today
Fixed paintable dialog interactions executing (drawing, zooming, panning, orbiting) when the F1 menu is open Fixed brush preview hiding the cursor while the F1 menu is open when hovering the cursor over the paintable area Applied the fix to paintings / canvases, pumpkin, sculpture and neon dialogs Before: https://files.facepunch.com/raul/2026/August/27_16-56-RingedLimpkin.mp4 After: https://files.facepunch.com/raul/2026/August/27_16-57-LawngreenSunbittern.mp4
Today
Bit more decal work on boiler room decals
Today
merge from main
Today
Attempting to fix pipe access point procgen spawning by generating an outter and inner terrain anchor ring to look for 'flat' terrain underneath the prefab, s2c
Today
Tooltip pass
Today
fix override in last change
Today
Added 50x50cm pipe corner variant to Pipe Kit B. UV'd wires in boiler room + Decal polish.
Today
Set translation strings
Today
Move gamepad options to their new section in the left bar now that there's a bunch.
Today
reduce network range of critters
Today
Implement gamepad cursor acceleration and options
Today
merge from ocean_sim_waterlevel_trace_fix
Today
Added the missing channel mixer post process effect to the nvg RRP volume asset
Today
Boat building station deployment works with env.oceanlevel != 0 Allowed setting env.oceanlevel to negative values, whats the worst that could happen...
Today
merge from glass_ar
Today
Crystal AR - renamed entities for consistency with other AR's, fixed missing starting ammo
Today
Reduce gamepad cursor speed significantly when moving a UI slider. Implement value snapping for UI sliders when using gamepad cursor. Left trigger also stacks with this to further reduce move speed for precise UI slider control.
Today
merge from main
Today
Holding left trigger reduces gamepad cursor speed. Exposed cursor speed and left-trigger-held cursor speed values as convars. Add options to UI Add left trigger to menu VDF config file.
Today
merge from midi_warmup
Today
remove debug logging
Embed prediction code in GrenadeWeapon and ThrownWeapon - spawn an instance of PredictedThrowGhost instead Cleanup previous single component setup
Missing files Turn off prediction for firecrackers and survery charges
main -> character_customisation
Today
Fixed unpowered water pump acting as a gravity source
Yesterday
optimised wooden storage box - LOD0 now under the batching vertex cap with no changes to skins LOD0 999 verts, was 1,391 so it never batched inside 10m the whole chain LOD0-3 now batches, around 30 to a draw call per band
Yesterday
Added the missing night light renderer feature to the DefaultRustRenderer asset
Yesterday
merge from glass_ar
Yesterday
merge from main
Yesterday
Crystal AR - updated item names & descriptions, tweaked sapphire material