144,761 Commits over 4,413 Days - 1.37cph!

Yesterday
UZI 9mm LOD0 and Textures
Yesterday
Update(tests): also validate uppercase commands are resolved properly Tests: ran unit tests
Yesterday
illuminated pressure pad; - textures polished - icon updated - prefab updated illuminated buttons; - buttons now illuminate both when power is recieved and when sent. - prefabs updated for buttons https://files.facepunch.com/curtis/1b1511b1/15_23-41-FrivolousGrackle.mp4
Yesterday
Hatchet 3p anim updates
Yesterday
Molotov animation and holdtype updates
Yesterday
New(tests): add basic Facepunch.Console.CommandTests tests(3 unit, 1 perf) Need it before I start optimizing out allocs Tests: ran tests, they pass and show allocs (68 allocs, 4.4KB total for test string)
Yesterday
fixing some flow issues on the damaged side of the apt building
Yesterday
apartment_complex_1 s2p
Yesterday
Adding HLOD to apartment_complex_1 fixing some terrain topos, repainting a proper blend map for terrain
Yesterday
Industrial Torch first pass animations
Yesterday
resetting this silly dofexposer asset that saves with local tweaks to camera
Yesterday
removing decorative skull from flat medium as it throws errors
Yesterday
cleaning a bunch of missing references in the level and in project art prefabs
Yesterday
Fixing vagabond jacket skinning
Yesterday
Bugfix: ensure UseMutexPool feature switch catches all pool calls Now pools lazy-update their internal storage when toggling the feature switch - this makes sure calls are routed to the right pools Tests: played on craggy, slapped breakpoints into Take and made sure no calls were made to fallback/new pool when new/fallback mode was set
Yesterday
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
Yesterday
Fixng roadsign armour clipping with hoodie
Yesterday
cleared a prop from clipping in basement flat
Yesterday
Fixing swim wear skinning
Yesterday
Updating horse mask to fix clipping
Yesterday
Exposed chanceToFall variable
Yesterday
"Converted" supply drop selection to the radial menu. Replaced smoke signal colours for all variations: Default = Blue Green = Medical / Food Orange = Resources / Building Supplies Yellow = Weapons / Ammo / Tools Supply drops have been set up to accept different variations of their own loot pool, loot tables still to be added. https://files.facepunch.com/hog/1b1511b1/Unity_dSXb7JlnYE.mp4
Yesterday
overgrowth set dressing polish, hiding/pruning foliage where not needed
Yesterday
Revert added inventory UI, going to shift airdrop selection to radial menu instead.
Yesterday
Fixed gingerbread man corpses throwing errors
Yesterday
Updated position of player model in wanted poster renders
Yesterday
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
Yesterday
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
Yesterday
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
Yesterday
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Yesterday
Debug readout + removed a log
Yesterday
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
Yesterday
Added Unity Button and InputField interactable CUI properties
Yesterday
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
Yesterday
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
Yesterday
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Yesterday
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Rin
Yesterday
prefab setup
Yesterday
Check mute in startup in GameSetup too so it works in editor
Yesterday
Show microphone icon when muted and trying to talk but show a X through it - makes it clearer when you are muted (both server mutes & api mutes)
Yesterday
Coconuts can now spawn on trees in the deepsea! S2P all tropical islands. Similar to apples trees, when hit, theres a small chance the coconuts will drop from the tree: https://files.facepunch.com/LukeD/2026/05/Unity_YS5h6Jzz5d.mp4
Yesterday
Move check for API mute above the IsAdmin check so I can test in editor
Yesterday
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system
Yesterday
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Yesterday
Probably fixed OSX build error
Yesterday
Added Insurgency map category Groundwork for BSPZIP compression support Added support for -embed to VBSP Make LZMA methods static Update LZMA SDK, Enable BSPZIP compression Minor cleanup GM:PostPlayerDraw throws non halting error when too deep
Yesterday
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Yesterday
Merge from main
Yesterday
Bleed fix.
Yesterday
Fixed some ground slaps on the wrong layer to fix bleed. Temporarily disabled the embedded string light prefab lights in the apartment lighting prefab so that each one can be positioned and tuned manually. Hobo barrel prefab tweaks. More lighting prefab WIP stuff.