userJarryd Campicancel
reporust_rebootcancel

13,684 Commits over 2,466 Days - 0.23cph!

39 Days Ago
Merge from main
39 Days Ago
Merge from cannon_hit_slowdown_revert
39 Days Ago
Merge from bb_triangle_floor_frame_fix
39 Days Ago
Merge from brutalist_skin_shadows_fix
39 Days Ago
Merge from camera_fog_fix
39 Days Ago
Merge from manifest_size_optimization
39 Days Ago
Merge from server_side_server_list_filters
39 Days Ago
Merge from easter_fixes_2026
39 Days Ago
Fixed incorrect item id on ladder hatch
39 Days Ago
Merge from armored_ladder_hatch
39 Days Ago
Merge from shield_idle_collider
39 Days Ago
Fix local shield collider being disabled permanently after attacking (wouldn't have actually affected any server side hit detection)
39 Days Ago
Merge from main
39 Days Ago
Merge from shield_idle_collider
39 Days Ago
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39 Days Ago
Merge from Armored_ladder_hatch
39 Days Ago
Descriptions, fix guide mesh offset on triangle
39 Days Ago
Temp crafting costs
39 Days Ago
Icons
39 Days Ago
Triangle hatch prefab setup Enable r/w on collision meshes
39 Days Ago
Apply primitive cylinder colliders to top and bottom hatches
39 Days Ago
Allow held items on water wheel mountable Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
39 Days Ago
Switch to easter event UI Fix exception on egg LOD component
39 Days Ago
Merge from wiretool_rpcflood_fix
39 Days Ago
Merge from shipping_container_skin_frames_fix
39 Days Ago
Merge from storage_box_dlc_corpse_references
39 Days Ago
Shields now switch to a smaller collider when RMB isn't being held
40 Days Ago
Merge from auto_particle_cinematics
40 Days Ago
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
40 Days Ago
Update prefab with latest model, still has issues
40 Days Ago
Merge from main
40 Days Ago
Merge from hackweek_server_mesh_cull Removes Mesh data from server builds that is only used for client rendering Saves around 620mb of memory at runtime Removes 2.7GB on disk from server builds Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
40 Days Ago
Remove BuildMapServer test method
40 Days Ago
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
40 Days Ago
Merge from weather_fix
40 Days Ago
Merge from midijack_win11_update
40 Days Ago
Merge from deep_sea_planter_fix
40 Days Ago
Merge from lantern_deployable_on_rock
40 Days Ago
Merge from mature_stage_duration
40 Days Ago
Make charms field private on viewmodel
40 Days Ago
Increased the mature stage of growable plants to 24 hours (was 14) Affects black, blue, green, red, white, yellow berries Corn, Hemp, potato, pumpkin, wheat Growable flowers were already over 24 hours so they're unaffected
41 Days Ago
Add a new ForceServerIncludeMesh asset label that we can use to quickly opt in meshes to server build Applied to modular car lift
41 Days Ago
Merge from main
41 Days Ago
Adjust grid on full screen dialog
41 Days Ago
Load fix Fix escape not closing attachment screen
41 Days Ago
Basic flow for swapping out attachments at any time via inventory screen
41 Days Ago
Unsaved 3p rotator changes
41 Days Ago
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41 Days Ago
Set PlayerBoat.CannonHitSlowdownMultiplier to 0 and remove it as a convar (no cannon hit slowdown)
41 Days Ago
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