144,492 Commits over 4,413 Days - 1.36cph!

27 Minutes Ago
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
2 Hours Ago
merge from heads_shadow_pass
2 Hours Ago
car and glass added
2 Hours Ago
Enabled hair cap on male/O material
2 Hours Ago
Actual fix for neck seam on male/H
3 Hours Ago
Neck seam fix on male/H
3 Hours Ago
Finalized F prefabs.
3 Hours Ago
Relay networking tweaks
3 Hours Ago
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
3 Hours Ago
All heads share either male or female LOD3
3 Hours Ago
Finalized E
3 Hours Ago
More items converted to the new io system
3 Hours Ago
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
3 Hours Ago
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.
4 Hours Ago
Female head shadow pass/eyelashes/head shapes
4 Hours Ago
Updated the subsystem layer weight on the torch
4 Hours Ago
- Add walls to the pool physics simulation
4 Hours Ago
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.
4 Hours Ago
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
4 Hours Ago
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
5 Hours Ago
Fix busted deploy volume
5 Hours Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
5 Hours Ago
Add seagull assets + some test scripts
5 Hours Ago
small apartment update
5 Hours Ago
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
6 Hours Ago
Addressing Rust Relay packet de-duping
6 Hours Ago
Added UnityEngine.UI.CanvasGroup component support to CUI
6 Hours Ago
Remaining male heads, shadow pass/eyelashes/head shapes
Today
edited 3p crouch idle anim
Today
AND OR XOR flags fixes
Today
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
Today
Updated player corpse and temp ragdolls.
Today
Merge from terrain_rrp_fix
Communal interior material fixes
Today
Fix spectator mode using the wrong mounted rotation/position overrides
Today
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
train_cinematic_improvements -> main
Today
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Bunch of commands to control locomotives with console commands
Today
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
Today
Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime
Today
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)
Today
the big sync
Today
untangled changes from erik's prefab and changes from this AM
Male A-E seeds shadow pass/eyelashes
Today
move the walls corridor to the grid
Today
added collision for the corridor
Today
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
Today
Added image pixels per unit multiplier (so modders can modify slice scaling)
Add train control to the timeline