140,984 Commits over 4,505 Days - 1.30cph!

2 Days Ago
merge from medical_honey_bandage
2 Days Ago
merge from sculpt_admingui_fix/better_panel
2 Days Ago
Localized the tutorial modal
2 Days Ago
merge from 3p_hatchet_aiming_anim_fix
2 Days Ago
Fix honey bandage effects not firing (for real this time)
2 Days Ago
Unfucked the menu tutorial modal
2 Days Ago
merge from NettingImpactFX
2 Days Ago
capture component states in init (needs more testing)
2 Days Ago
merge from autoturrets_LODcomponent_fix
2 Days Ago
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
2 Days Ago
merge from foundation_guide_fix
2 Days Ago
merge from sunglasses_lens_material_fix
2 Days Ago
merge from blueberry_med_LOD_fix
2 Days Ago
merge from minifridge_emissiveleak_fix
2 Days Ago
merge from sculptures_blurry_textures_fix
2 Days Ago
merge from convar_rounding_fix
2 Days Ago
merge from rentableshop_deepseamanager_pool_fix
2 Days Ago
merge from iconfonts_optims
2 Days Ago
Confirmation popup before starting the scan when updating the icon fonts
2 Days Ago
Machete animation updates for weapon refresh
2 Days Ago
Fix scientists not spawning on cargo, underwater lab and military base
2 Days Ago
Missing codegen from earlier
2 Days Ago
Rust icon fonts are now generated based on what glyphs we use, similar to the localization fonts: - Reduces the two fonts atlas size from 64MB to 0.5MB and 4MB to 0.5MB - Icon fonts now have an empty fallback font set to dynamic so community UI icons and adding new icons in editor still works - The static fonts are updated when we update the localization every month
2 Days Ago
Also reapply 138986 "Fixed shadows inside radtown master house building with a custom shadow proxy"
2 Days Ago
merge from main
2 Days Ago
Reapply 138981 "Fixed shadows inside oilrig level6 rooms. Modelled custom shadow proxy" from 9 month old branch S2P large oilrig
2 Days Ago
Fix scientists not spawning in underwater labs and cargo ships
2 Days Ago
Codegen
2 Days Ago
Merge from main
2 Days Ago
More misc code cleanup
2 Days Ago
merge salvaged hammer refresh
2 Days Ago
optimised salvaged hammer textures ao from 2k -> 512 renamed texture set to be inline with new naming conventions i.e hammer_AlbedoTransparency -> hammer_bc
2 Days Ago
Fixed Jungle Ziggurat Treatment Tank Colliders from using multiple box colliders to using one mesh collider so its more optimized
2 Days Ago
editor_multiplayer -> main
2 Days Ago
Fix multi client play mode showing up pink for some people. MPPM wasnt cloning an instance of the packages folder over to the other editors
2 Days Ago
fixed 3p being offset from players hand
2 Days Ago
Merge from main
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Fixed static chairs on gas station roof never being mountable due to being ever so slightly clipped into the ground (S2P) https://files.facepunch.com/cipeax/2026/August/18_11-18-MajorGalapagostortoise.jpg
2 Days Ago
proto fix after merge
2 Days Ago
Merge from main
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
updated laserlight world model (improving lods) and also the lod component to be more forgiving like the muzzle brake and boost. same nasty early transition issue
2 Days Ago
merge from main
2 Days Ago
Merge from main
2 Days Ago
adjusted muzzle brake and muzzle boost lod componenant. the lods were switching way too quickly when close up - disgustingly fast. now fixed and more consistent with weapon lod distances.
3 Days Ago
merge from medical_honey_bandage
3 Days Ago
merge from main
3 Days Ago
Add radial blur to RRP combined with blur optimized and setup explosion volume and overlay