162,289 Commits over 4,597 Days - 1.47cph!

Yesterday
Fix InvalidOperationException when trying to play demos created before the FileStorage key refactor
Yesterday
Give items a scrap value and show what loot is worth
Yesterday
Show the safe pocket while the stash is open
Yesterday
Work the grass out before the loading screen lifts
Yesterday
Bring dead players straight back to the hub
Yesterday
- Merge Pull Requests - Micro optimization for Player:AddCount - TTT: Stop traitors from disarming a living traitor's C4 by using the concommand directly - Fixed workshop icons left side on small resolutions - They were poking out even when not hovered over, and now they don't.
Yesterday
Merge together nearby buildings into bases
Yesterday
Keep history of buildings and players using them
Yesterday
Optimize: Only find the nearest building block for deployables near the part of the base that split off
Yesterday
Keep the building ID on the largest part of a base when it splits instead of giving every part a new ID
Yesterday
Add building split benchmark
Yesterday
Setup build menu items, builds server+bundles+copies bundles
Yesterday
Merge remote-tracking branch 'origin/main' into hackweek_local_tutorial
Yesterday
Predict the helicopter engine start on the client
Yesterday
Fix predicted helicopters bouncing on the ground at high latency
Yesterday
Merge branch 'main' into generic_animator
Yesterday
Bring deploying players up on the tunnel hatch
Yesterday
Let players pay towards an unlock a part at a time
Yesterday
Give seamless servers full waves outside their terrain
Yesterday
Make the ocean continue across seamless server borders
Yesterday
Give seamless servers the same time of day
Yesterday
Hide the map grid when a seamless map is zoomed out past the usual limit
Yesterday
Show monument names on neighboring seamless islands on the map
Yesterday
Draw the grid on neighboring seamless islands on the map
Yesterday
Fade seamless map islands out towards the edges like the rest of the map
Yesterday
Let the seamless map zoom out until every island fits
Yesterday
Show every seamless server's island on the map
Yesterday
Show a neighboring seamless server's map markers once the player gets near it
Yesterday
Let players shoot entities on a neighboring seamless server
Yesterday
Group nearby seamless vehicles and players into clusters that stay on one server
Yesterday
Show more of what happened in a raid on its summary
Yesterday
Include test harness that loaded industrial from server saves
Yesterday
bake humanoid anims into generic rig
Yesterday
Merge branch 'server_anim_elevator_doors'
Yesterday
Show a raid summary page when a raid ends
Yesterday
Stop players deploying while they are crafting
Yesterday
Stop seamless servers reusing the ids of entities they sent away
Yesterday
Keep clouds in place when switching seamless servers
Yesterday
Fix islands disappearing for a frame when switching seamless servers
Yesterday
Code cleanup
Yesterday
Add a client test for helicopter prediction
Yesterday
Keep the scrap and attack helicopter physics bodies on the client
Yesterday
Keep the minicopter physics body on the client
Yesterday
Predict the piloted helicopter on the client
Yesterday
Add a tick sequence to mounted player input
Yesterday
Fix pooled helicopters not ticking on the client
Yesterday
Share helicopter flight code with the client
Yesterday
FPV Goggles - Updated placeholder model, fixed rigging *https://files.facepunch.com/mauroavalos/2026/November/11_16-37-LongDorking.jpg
Yesterday
Added item information panel customization * https://files.facepunch.com/raul/2026/November/11_20-36-EquatorialSilkworm.mp4
Yesterday
Added generic item; plugins can use these to create custom deployables and consumables * Deployable mode can be server configured: show/hide blueprint vm, guide primitive shape with pos/rot/scale offset * Consumable mode will trigger a hookable consume action * Custom item inventory actions (action name, icon, tooltip and disabled status - greyed out) * https://files.facepunch.com/raul/2026/November/11_19-29-ZanyGangesdolphin.mp4