162,006 Commits over 4,597 Days - 1.47cph!

Yesterday
Show seamless neighbor islands as terrain HLODs
Yesterday
Add terrain HLOD
Yesterday
Commit transferred entities to SQLite on the transfer thread instead of waiting for main thread
Yesterday
Prevent server from sending delete message to client after transferring
Yesterday
Put items into partial stacks before using empty slots in the first box
Yesterday
Add tests for a box in front of furnaces & test for nearly full box
Yesterday
Fix stack of 20 aks instead of 20x aks
Yesterday
Record each conveyor movement so we can visualize the movements of the industrial system step by step
Yesterday
Merge branch 'main' into water_light_sources
Jen
Yesterday
Bake missing sprite import metadata (first Unity import on fresh git clone)
Yesterday
Added some noise and speed variance to pfx and wall/floor effects * https://files.facepunch.com/jarryd-campi/2026/November/Unity_PzCYQtMcz1.mp4
Yesterday
Lower rain drop collisions to low quality, just use the rain collision grid we made yesterday (saves CPU time)
Yesterday
Rain drops pick up lighting around them * https://files.facepunch.com/jarryd-campi/2026/November/Unity_dwa0rv3Zt0.mp4 https://files.facepunch.com/jarryd-campi/2026/November/Unity_Hf2pPVSJgl.mp4
Yesterday
Make the rain particles themselves a bit longer and more visible
Yesterday
▆▍▋▅▅ ▅▍▌
Jen
Yesterday
Ability to pull latest skins was connected to plastic so this just connects it to github
Yesterday
Skip the boot when reopening a station within 3 minutes
Yesterday
Sit down straight into the last viewed camera
Yesterday
Restyle computer station camera menu
Yesterday
Add Cobalt boot sequence to the computer station
Yesterday
Resave computer station menu prefabs
Yesterday
Add sound option to record tool
Yesterday
Play door open end sound when the leaf stops
Yesterday
Only stop doors that opt in
Yesterday
Resave door prefabs
Yesterday
V2 progress *Moved crosshair settings to its own tab Color palette picker for more colors Moved hit marker to shader, added hit marker customization (scale, color, headshot color, outline) More new options, v2 crosshair codes (101 bits currently), old codes get converted properly
Yesterday
Fix settings dropdowns re-opening when closing them (existing issue)
Yesterday
Fix all of our tooltips appearing at an offset depending on FPS (existing issue)
Yesterday
- Add very important feature - The feature is very important - Remove the very important feature - It turns out it wasn't as important - This is a test - Sorry
Yesterday
Can play and tweak UI animations in the panel viewer editor window
Yesterday
Pie menu converted to panels
Yesterday
Added functionality to customise nock colour. Added view model version of arrow skins, they keep their customisation too
Yesterday
Merge origin/main into Hackweek_40mm_Grenade_Types
Yesterday
Fix conveyors not resuming their scan when transferring items over multiple ticks
Yesterday
Speed up conveyor ticks when outputs are almost full
Yesterday
Add benchmarks for worst case of old code
Yesterday
Add conveyor tests
Yesterday
Rewrite conveyor system to transfer a set amount of items per tick instead of scaling with number of attached storage
Yesterday
Set furnace & refineries to industrial splitting mode
Yesterday
Resave furnace and refinery prefabs
Yesterday
Allow storage entities to act as splitters or passthrough for industrial
Yesterday
Add door open clipping tests
Yesterday
Stop door open animation before it clips with building blocks
Yesterday
Add effects to the sandbox panel in demoui2 * https://files.facepunch.com/adam-k/fx_tab.mp4
Yesterday
Show seamless neighbor islands as terrain HLODs
Yesterday
Add terrain HLOD
Yesterday
Fix seamless players losing third person after crossing to another server
Yesterday
Fix arriving seamless players being left behind their boat
Yesterday
Fix arriving seamless players going to sleep and boats sinking
Yesterday
Let players off a vehicle cross between seamless servers