162,424 Commits over 4,597 Days - 1.47cph!

1 Hour Ago
Extraction: migrate bandits to Gen2 AI
1 Hour Ago
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1 Hour Ago
Panels preview menu groups screens by folder instead of namespace, with [PanelPreviewFolder] to override
1 Hour Ago
Moved screens around in the right folders
1 Hour Ago
Crosshair interaction converted to panels
3 Hours Ago
Extraction AI: tier personalities and organic guard responses
4 Hours Ago
Scout drones: exterior searches • 4s flashing/beeping wind-up • dodgeable charges • 55-damage blasts • mid-fight strikes
6 Hours Ago
Give extraction scouts 3D flight and reactive pivot lighting
Today
Razor codegen
Today
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Today
Dev tools copy paste tab converted to panels
Today
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Today
Arrow keys browse the panels inspector's element tree
Today
Property and value suggestions when adding a style in the panels inspector
Today
Panels preview screen picker opens on the current screen's folder
Today
Say when Disable World Prefabs is why no raid can start
Today
Refuse to start a raid without a raid map instead of throwing
Today
Put hackweek_project_outpost on Aux3 again
Today
Show one plain countdown, and let lit balloons finish after the raid
Today
Aim hub and furniture use at the crosshair, and show waypoint distance
Today
Fit the compass, crosshair and pings to the shoulder camera
Today
Improve extraction scavenging, scout combat and waypoint feedback
Today
Push uncommitted work from hackweek * Blueprints show only the next guide to build, from a build order planned with stability * client.blueprint_next_block_only false shows every guide that can be built now instead * Client tests build the base block by block and layer by layer
Today
Improve bow framing and align drawn arrows with their aiming guides
Today
Pushing uncommitted changes after hackweek
Today
Add accurate third-person bow arcs and improve aiming feedback
Today
Pushing uncommitted changes after hackweek
Today
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Today
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Today
Fix prefab hierarchy cleanup during animation callbacks
Rin
Today
Peephole https://files.facepunch.com/rin/2026/November/15_06-06-AccurateWildcat.mp4
Today
Add hotbar action progress and align third-person reloads
Yesterday
Add material tracking, stash-funded upgrades and persistent stash sorting
Yesterday
Improve third-person throwing, grenade controls and launcher aiming
Yesterday
Stop first-person weapon shake in third person
Yesterday
Fix third-person attack alignment
Yesterday
Restore binocular and scope views in third person
Yesterday
Improve stash layout and upgrade controls
Yesterday
Unify Outpost Supplies buying and selling
Yesterday
Use Rust's standard Open interaction for furniture
Yesterday
Price loot by what it is, give furniture its own contents, weight blueprints
Yesterday
Fixed error overlay stacking ignoring stack trace * Console is resizeable * Console backdrop blur
Yesterday
Errors will now stack unless something popped in between (console.stackerrors)
Yesterday
Give each kind of enemy its own reward, monument guards included
Yesterday
Stop the stash at four more rows, and stack scrap to 2,000
Yesterday
Charge 1,000 scrap for a stash's first row and twice as much for each after
Yesterday
Add a progress board, a furnace to unlock, kept ovens and a pay panel to the hub
Yesterday
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Yesterday
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Yesterday
Basic New Game and Load Game UI on entering play mode, loads a saved procgen map or generates a new one. World outline convar is on by default. Turned off tunnels, used rubble from Primitive gamemode to block stair access. Merged some props with the tiny decorative ones on top so destroying the table/shelf etc will also destroy ashtrays, papers etc also. Bigger props on top of things you destroy will fall to the ground