162,179 Commits over 4,597 Days - 1.47cph!

Rin
Today
Add giga furnace drop-off service at Bandit Camp
Rin
Today
Add rentable NPC services with armour slot and restoration garages at Outpost
Today
Added a Multiple Shell loading Function to the MGL *https://files.facepunch.com/alfiebirch/2026/November/11_12-44-ShrillFlounder.mp4 You can now load multiple different types of shells into the MGL. Pressing Right Click with the radial menu open will add that selected shell into the order. Can also partial load rounds as well. Still have the function to load a full magazine of one type of shells.
Today
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Today
Network decrypt thread is now woken once per main thread read loop instead of after every message
Yesterday
Fix missing limbs in players during demos, toggle updateRenderersOffscreen by default during demos
Yesterday
Make debugcam toggle to free camera in demoui2
Yesterday
Fix admintime -1 not resetting time of day back to what it was in the demo
Yesterday
Fix settings menu being broken while a demo is paused
Yesterday
Added 40mm Tracker Icon
Yesterday
Added a 40mm Tracker Round *https://files.facepunch.com/alfiebirch/2026/November/11_11-22-BrightPachyderm.mp4 The round once fired will attach to the surface its hits (Cars, Helicopters, Boats, Bases) This will then add a tracking marker to the map that will move with object its attached to. The tracker lasts for 5 minutes but has an audio beep and a red flashing LED
Yesterday
Added sticky bean can grenades too: *https://files.facepunch.com/lukester/2026/November/11_11-02-DarkorchidBellsnake.mp4
Yesterday
Merged from main
Yesterday
map_creator_biome_fix -> main
Yesterday
Map Creator overrides are no longer cleared when its window closes, entering play mode already resets them
Yesterday
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Yesterday
map_creator_biome_fix -> main
Yesterday
Another use for honey Sticky Grenades. Can be attached to any entity including players:
Yesterday
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Yesterday
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Yesterday
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Yesterday
Record per-system timings in every benchmark scene
Yesterday
Sync .github from main (845dc095ded) (#6)
Yesterday
Changeset: 169668 Change mac build to arm64-only
Yesterday
Remove redundant index-to-value dictionaries from ListHashSet and ListDictionary
Yesterday
Fixed some issues with the wetness effects and glass shaders
Yesterday
Animated building blocks now update the rain grid when open/closed
Yesterday
Playing around with a new puddle feature *Hand placed in monuments, animates in and out via alpha over time Works nicely with the hand placed water spout fx I added earlier, so when it rains some parts of a structure can have big gushes of water and puddles can appear beneath them Puddles don't respect the rain occlusion system so we can use them in placed that would otherwise not be wet but might make sense for a puddle Just using some generic noise as a puddle texture, could be replaced with something a bit nicer https://files.facepunch.com/jarryd-campi/2026/November/Unity_KZCezAcmDg.mp4
Yesterday
Testing out some manually placed water effects
Yesterday
Raindrops are now illuminated by distant light flares * https://files.facepunch.com/jarryd-campi/2026/November/Unity_wKkR1wBhvT.mp4 Picks the 16 flares closest to the center of the screen to pass to the shader Has some issues, there's no simple way to handle the flares being occluded by other geometry, we could maybe get away with it?
Yesterday
Make weapons in turrets take damage when shooting, same wear rate as a player shooting. * When the turrets weapon breaks, its laser will turn off and it will spark. * https://files.facepunch.com/el-hog/2026/November/11_12-27-SophisticatedMice.mp4
Yesterday
Settings menu
Yesterday
Language selector in the panel preview window
Yesterday
Moved game settings to a scriptable object
Yesterday
Fixed fucked up phrase property drawer
Yesterday
Main menu and its pages are warmed up when created
Yesterday
Optimize: conveyors sleep until one of the attached containers have an item in it change
Yesterday
Merge splitters into split blocks when every branch holds only split storages
Yesterday
Add tests for cupboards chained through splitters and combiners
Yesterday
Fill tool cupboards evenly, like furnaces
Yesterday
Resave tool cupboard prefabs
Yesterday
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Yesterday
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Yesterday
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Yesterday
Add parallax mapping to bullet decals
Yesterday
F1 console update - commands describe their arguments, so the UI can show the signature and suggest values as you type * Tells you exactly what parameters are expected in what order, their types and value ranges, whether they are optional or required, they can have added help texts * Custom autocomplete sources such as file names when loading configs, item or entity names https://files.facepunch.com/cipeax/2026/November/11_00-58-IntrepidGoldfinch.mp4
Yesterday
Limit camera recordings to 60s and tapes to 5 minutes of demos
Yesterday
Play back voice chat recorded on camera tapes
Yesterday
share vclouds render between sun and sunless water reflection probe
Yesterday
Implement rising rivers during rainfall, shelving here because it doesn't work very well * Server prebakes the lowest and highest river levels and lerps between them Problem is after a few proc gen tests in most cases this looks bad and results in a visible water edge We'd need actual water physics? Not worth it https://files.facepunch.com/jarryd-campi/2026/November/Unity_yXJIos8h4u.mp4