162,174 Commits over 4,597 Days - 1.47cph!

3 Days Ago
Merge origin/main into Hackweek_40mm_Grenade_Types
3 Days Ago
Fix conveyors not resuming their scan when transferring items over multiple ticks
3 Days Ago
Speed up conveyor ticks when outputs are almost full
3 Days Ago
Add benchmarks for worst case of old code
3 Days Ago
Add conveyor tests
3 Days Ago
Rewrite conveyor system to transfer a set amount of items per tick instead of scaling with number of attached storage
3 Days Ago
Set furnace & refineries to industrial splitting mode
3 Days Ago
Resave furnace and refinery prefabs
3 Days Ago
Allow storage entities to act as splitters or passthrough for industrial
3 Days Ago
Add door open clipping tests
3 Days Ago
Stop door open animation before it clips with building blocks
3 Days Ago
Add effects to the sandbox panel in demoui2 * https://files.facepunch.com/adam-k/fx_tab.mp4
3 Days Ago
Show seamless neighbor islands as terrain HLODs
3 Days Ago
Add terrain HLOD
3 Days Ago
Fix seamless players losing third person after crossing to another server
3 Days Ago
Fix arriving seamless players being left behind their boat
3 Days Ago
Fix arriving seamless players going to sleep and boats sinking
3 Days Ago
Let players off a vehicle cross between seamless servers
3 Days Ago
Fix seamless client taking entities from the wrong server
3 Days Ago
Fix empty seamless neighbor views and duplicated vehicles on slow transfers
3 Days Ago
Reopen seamless neighbor connections that drop
3 Days Ago
Add seamless nexus client neighbor connections and server switching
3 Days Ago
Add seamless nexus server links, neighbor views and vehicle transfers
3 Days Ago
Give each seamless server its own entity, item and group ID range
3 Days Ago
Widen network group IDs to 64 bits
3 Days Ago
Return correct AABB when entity has no physics Probably fixed a decal crash with some high poly models Delete some unused .dll files video_services related files, msvcr71.dll, libsasl.dll Move hl2.sh to gmod_run.sh (hl2.sh still exists as fallback)
3 Days Ago
Upgraded FPBuild version for all pipelines
3 Days Ago
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3 Days Ago
https://files.facepunch.com/jacob/2026/November/09_11_20-43-SturdyGecko.mp4 - added Minicopter Wrecks that spawn at monuments (2 per map, spawning not set up yet) that can be repaired for 10 gears, 400 metal fragments, 40 HQM and 1 random tier 2 modular car part
3 Days Ago
Added `BoatDockTrigger` to all 3 fishing village variants so vehicles parked in the vendor water docks don't get stuck at the edges, unable to be mounted. Vehicles are now gently dragged to the centre away from the walls.
3 Days Ago
Rust XCOM: regenerated armoury hold setup, game road mesh, trail and scenes
3 Days Ago
Rust XCOM: raiders stand and fight while the squad comes out, and keep running once they've robbed
3 Days Ago
Rust XCOM: neutral callout for misses at the base
3 Days Ago
Rust XCOM: weapons held like the game (hand bone, hold anims, spine aim), walking chickens, game asphalt road, bandits raiding the base
3 Days Ago
When building default navmesh ignore colliders belonging to independant navmeshes
3 Days Ago
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3 Days Ago
Queue UniTask's pooled .NET work items on .NET Core 3.1 or later
3 Days Ago
Cargo ship refresh: loot in the interior is now all locked inside the shipping containers. Break them open with explosive/melee to get loot inside. 7 Containers total, loot split amongst them. One container is empty, and one is unlocked containing the brown crates.
3 Days Ago
Rust XCOM: regenerated armoury looks, doors, ladder hatch, chicken, road and scenes
3 Days Ago
Rust XCOM: survivors wait by the ramp foot, in view
3 Days Ago
Rust XCOM: survivor invite row in the squad panel, road track meets the ramp
3 Days Ago
Rust XCOM: visible chickens, soldier skins/hair/gender and bios, road, survivors waiting outside to be invited in
3 Days Ago
Rust XCOM: game ladder hatch slid open, swinging doors, manual furnace at game speed
3 Days Ago
Rust XCOM: regenerated armoury held weapons, foundations, QA Island terrain and scenes
3 Days Ago
Rust XCOM: sleep with head on the pillow, drop decor that renders black outside the game
3 Days Ago
Rust XCOM: held weapons from entity prefabs, progression drops and stock, outfit stats and armour, quiet bows, meal buff, timed room activities, overwatch cone, cursor-local tiles, loot rings, QA Island terrain
3 Days Ago
Rust XCOM: regenerated armoury, characters parts, terrain and scenes
3 Days Ago
Rust XCOM: squad patrols the front of rooms and steps back only through doorways
3 Days Ago
Rust XCOM: turn wall finished sides to face into the rooms