146,378 Commits over 4,444 Days - 1.37cph!

12 Days Ago
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
13 Days Ago
Hair test
13 Days Ago
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
13 Days Ago
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
13 Days Ago
Regenerate font with all characters
13 Days Ago
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
13 Days Ago
Add dripping font for the apartment door numbers
13 Days Ago
Add autoturret reskinning Preserves loaded ammo, authlist, rc identifier and peacekeeper setting
13 Days Ago
auto_turret missing cover fix, fixed in scene prefabs, fixed workshop issues
13 Days Ago
merge from main -> optimize_generate_textures_alloc
13 Days Ago
Implement IO entity reskinning with the new system, will now always nicely adjust any connected wires / pipes to the new positions: https://files.facepunch.com/cipeaX/2026/May/21_01-08-RightBighorn.mp4
13 Days Ago
Add culling sphere component to the apartments
13 Days Ago
Add culling support for apartment furniture - start with large spheres around each apartment - add extra check if the player is inside the apartment to handle corners of the apartment the culling sphere doesn't reach
13 Days Ago
Update: Codegen Tests: builds
13 Days Ago
Merge: from main Needs codegen
13 Days Ago
Optim: reimplement all Arg.Get* via GetStringView Avoids allocations in the GetString fallback Tests: unit tests
13 Days Ago
Update: add StringView-to-numeric extensions Tests: ran unit tests
13 Days Ago
Fixed mid-length hair being skinned to eyes
13 Days Ago
Clean(tests): get rid of redundant profiling code Tests: builds
13 Days Ago
Fix a bug causing io lines to not update correctly when multiple storage adaptors on the same barrel have connections between themselves
13 Days Ago
Optim: BuildCommand - remove another Substring alloc via StringView Down to 3 allocs/0.34KB per call Tests: ran a couple commands with and without args
13 Days Ago
Reconnect apartment doors to apartment prefabs
13 Days Ago
Optim: ConsoleSystem.Index uses StringView internally to avoid allocations Tests: booted into craggy, ran a couple commands (short and fully qualified)
13 Days Ago
Put apartment elevator at the end of the wing - add extra floor for basement - split apartment floors into their own prefabs
13 Days Ago
Integrate item container and child item container preserving into the new system Re-implement entity children preserving, with attachments repositioning if their sockets shifted, child io entity also have their connected lines update correctly Fixes various current bugs with storage adaptors / door controllers when their parent is reskinned Make ceilinglight reskinnable again, will fix reskinning io entities themselves next Fix not being able to skin snowmobile back to default
13 Days Ago
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13 Days Ago
Duplicated second elevator in reception area
13 Days Ago
Apartment elevator now functional
13 Days Ago
restored missing hair textures for movember moustache and santa beard
13 Days Ago
Industrial Torch - Small texture update (still WIP), changed base materials from smoothness to metalness, fixed material assignment on worldmodel (from half on to full off)
13 Days Ago
Added a viewmodel button to the skin viewer, pops the view model (wip)
13 Days Ago
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
13 Days Ago
m16a2 world model added
13 Days Ago
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
13 Days Ago
functional darts 1p viewmodel
13 Days Ago
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
13 Days Ago
scene fix
13 Days Ago
finalize RRP underwater post processing
13 Days Ago
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13 Days Ago
HasActiveFakeConnection tweaked order of conditions + added `relay.status` convar
13 Days Ago
Optim: Arg.Args is now a StringView[] Most of the code uses GetString to lazy alloc a string. BuildCommand is now 4 allocs/0.4KB per call Tests: unit tests, booted into craggy and set a couple variables, tested crosshair clientvars
13 Days Ago
merge from texture_optimisations
13 Days Ago
Adding bullet joint to m16 rig
13 Days Ago
Optim: Arg.FullString is now a StringView - updated CodeGenerator to support StringView params - ran codegen Saves an allocation(once I’m done with conversion). Currently at 12 allocs/0.85KB per call Tests: booted into cragy, tried echo and say commands
13 Days Ago
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13 Days Ago
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13 Days Ago
Head texture optimisations
13 Days Ago
Randomly apply a movement offset thruster effect too when tightening radius. Refactor.
13 Days Ago
more clean up
13 Days Ago
Update: add StringView.Trim(char) overload - add unit tests Tests: ran unit tests