144,492 Commits over 4,413 Days - 1.36cph!
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
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
Add support for drawing sphere and capsule colliders to debug.drawcolliders
https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
Updated player corpse and temp ragdolls.
Merge from terrain_rrp_fix
Communal interior material fixes
Fix spectator mode using the wrong mounted rotation/position overrides
Include TerrainHoleRenderer in TerrainMeta components
Editor only GetBounds function for AddToAlphaMap
Improve AlphaScanner to find alpha effecting components
train_cinematic_improvements -> main
Bunch of commands to control locomotives with console commands
Registered entities aren't allocating a new circuit until wired
Don't tick circuit system while loading a save, so we only rebuild everything once all the io entities and wires are registered
Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime
Trees now support multiple prefabs instead of just one. This means multiple natural beehives🐝
https://files.facepunch.com/LukeD/2026/05/Unity_0ju1Wwl8WC.mp4
(I need this functionality for apple trees)
untangled changes from erik's prefab and changes from this AM
Male A-E seeds shadow pass/eyelashes
move the walls corridor to the grid
added collision for the corridor
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default
Button and counter evaluators
Added image pixels per unit multiplier (so modders can modify slice scaling)
Add train control to the timeline