139,271 Commits over 4,474 Days - 1.30cph!

Rin
2 Days Ago
Another heavy fuse loot table pass
2 Days Ago
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
2 Days Ago
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
2 Days Ago
Lamb setup Fixed prevent building volumes too large on all livestock
2 Days Ago
Sheep hitboxes
2 Days Ago
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones) Set up calf hitboxes
2 Days Ago
Fixed hitboxes on cow
2 Days Ago
Merge from main
2 Days Ago
Merge from powergrid
2 Days Ago
pool table sounds first pass
2 Days Ago
Merge from redirect_crafting_fix
2 Days Ago
dart board sounds first pass
2 Days Ago
Rock sculpture impact fx & related files.
2 Days Ago
Fixed item crafting not accepting redirect skins as ingredients Fixes not being able to craft a stone spear with a NY wooden spear
2 Days Ago
Fixed those gas station fixtures.
2 Days Ago
Steeper satellite crash terrain overlay, for better hill support.
2 Days Ago
Merge from CompassShieldViewmodel
2 Days Ago
Jukebox particle fx now plays in time with music
2 Days Ago
Jukebox cast lighting
2 Days Ago
Commit progress New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo Seems to work, need to migrate data from existing prefabs to new serialized fields
2 Days Ago
add visible water to tank, material of water can be blended
2 Days Ago
crashed satellite LODs
2 Days Ago
Update: reimplement pool internals on top of LPRQ Based on paper by Raed Romanov & Nikita Koval: https://dl.acm.org/doi/epdf/10.1145/3572848.3577485 Shows same or a bit better times than FuzzyPool, but periodically has a very spiky test (from 2ms to 40ms). Also needs further tweaking and documenting Tests: ran unit & perf tests
3 Days Ago
Fix roadside procedural car wrecks and telephone poles occasionally spawning too close to rail tracks, blocking trains from passing
3 Days Ago
fix "" invokes add convars for testing airfield terminals, forces charge to full - airfieldairdropterminal.force_charge - airfieldcallchinookterminal.force_charge
3 Days Ago
Setup row hover, invert colours. Satellite list screen finished.
3 Days Ago
Enable dumpstringtables <table> to only print specific table Remove sv_dumpstringtables (unused) Implement some stringtable changes from CS:GO branch * Short dumpstringtables, Implement clientside string index search so ParticleEffect can just work with clientside-only precaches now, other self checks Make prop water level code apply to all animating entities (SENTs) Try to fix baseanimating overlays resetting on server join Merge Pull Requests * Optimizations for Vector:ToColor * Added math.Cot
3 Days Ago
click fix
3 Days Ago
entry finished-ish
3 Days Ago
entry
3 Days Ago
gas station car crusher harsher collision placement fix crusher not fully gibbing cars fix lift being damageable
3 Days Ago
merge from water_treatment_plant_maintainables
3 Days Ago
forgot meta apparently
3 Days Ago
water pipes fixes - collider much smaller, only on faucet part - buffed water push rate for IO 6 -> 18 - increased tank capacity 5000 -> 15000 - removed duplicate sound script - consistent LOD ranges for all fx/sounds
3 Days Ago
More
3 Days Ago
updated powerline electrical box so that the wires and cover shute are lower and more over to the side to help prevent wire clipping on the io ports
3 Days Ago
jukebox - speaker fx shows when isPowered and in the ON state - added lods - updated prefab
3 Days Ago
merge from PlayerMaintainedMonuments
3 Days Ago
changed positional height of the powerline_pole_a fbx steps removed them from the fbx into its own object so they can be turned on and off will need setting up by the code-person
3 Days Ago
wip list entries
3 Days Ago
merge from sharkmovement_sound_fix
3 Days Ago
Fix "sharkmovement.prefab not found in any asset scenes" log, found after I bumped this to a warning It flagged an actual small issue, the shark has these subtle movement sounds that are supposed to be playing while it's charging the player - but they didn't work due to not being in the correct folder. Now no longer completely silent: https://files.facepunch.com/cipeaX/2026/July/27_20-29-UnequaledLittlenightmonkeys.mp4
3 Days Ago
merge from hackweek_parented_ddraw
3 Days Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
3 Days Ago
Fix stack overflow and alloc in navmesh load / save
3 Days Ago
Merge from rustplus_camera_fixes
3 Days Ago
more
3 Days Ago
Added sounds for the gas pump
3 Days Ago
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles
3 Days Ago
Move scanlines to base