138,182 Commits over 4,474 Days - 1.29cph!

2 Months Ago
Tweaked boonie hat to match coverage of cap (to reduce hair conditionals needed)
2 Months Ago
Updated all ddraw command help texts to match with the actually used arguments Fixed ddraw.arrow line ztest and distance fade inconsistency (would not respect command arguments) https://files.facepunch.com/raul/1b1211b1/ddraw_arrow_ztest_inconsistency_.png
2 Months Ago
Charity 05 setup
2 Months Ago
Added parenting support to ddraw (assign an entityID to the command), position and rotation behave like local coordinates Backward compatible with ddraw.use_instancing false (supports all; line, arrow, sphere, capsule, text and box) https://files.facepunch.com/raul/1b1211b1/12_22-53-BiodegradableGalapagoshawk.mp4
2 Months Ago
Make GHA use correct script for 64bit luajit
2 Months Ago
Fix steamworks.GetDownloadedItems returning nothing sometimes * When subbed item count == downloaded item count Copy over LuaJit from x86-64, publish launcher EXEs Resolve some pointer truncation issues for 64 bit builds Minor merges from x86-64 Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime Fixed a number of 64bit compile warnings More 64bit compile warning fixes More compile warning fixes & TF2 SDK merges More 64bit merges & fixes
Rin
2 Months Ago
HQM collectable Rare jungle spawn only (Make Jungle Great Again) https://files.facepunch.com/Rin/2026/05/Unity_WfSidmbkRU.mp4
2 Months Ago
merge from main
2 Months Ago
merge from iolines_shader_fix
2 Months Ago
Swapped all IO wires to use the standard shader instead of standard wire. Fixes some rendering issues, they were made transparent after some changes to the wire shader They don't really need all the features from the wire shader
2 Months Ago
Send in-game voice chat to our api - only capture audio when you holding push to talk (just like normal in-game chat) - planning to moderate for obvious racism, not for "normal in-game banter" - batch audio into up to 60s chunks
2 Months Ago
merge from heads_shadow_pass
2 Months Ago
car and glass added
2 Months Ago
Enabled hair cap on male/O material
2 Months Ago
Actual fix for neck seam on male/H
2 Months Ago
Neck seam fix on male/H
2 Months Ago
Finalized F prefabs.
2 Months Ago
Relay networking tweaks
2 Months Ago
Fix a bunch of SetFlag usages which were potentially doing multiple unnecessary SendNetworkUpdate invokes Add a disposable struct to be able to define a scope in which we want to listen for flag changes and then do a network update at the end of the scope if flags changed
2 Months Ago
All heads share either male or female LOD3
2 Months Ago
Finalized E
2 Months Ago
More items converted to the new io system
2 Months Ago
Further improvements to debug.drawcolliders - devDebugHighlight shader supports transparency, triggers and prevent building volumes are drawn slightly transparent and using a unique debug texture - All colliders get drawn with different colors according to the layer they are on, controlled by DrawCollidersConfig - can now immediately tell which layer something is on - Added convars to optionally hide triggers / prevent building volumes https://files.facepunch.com/cipeaX/2026/May/Unity_o3XpXSbFZr.mp4
2 Months Ago
Needed to run DoPrepare script. Finally got the apples spawning and dropping correctly🍏 https://files.facepunch.com/LukeD/2026/05/Unity_ygx9jPADqb.mp4 Thinking I should make the apples red as they're difficult to see. Need to up the LOD too. Manifest update.
2 Months Ago
Female head shadow pass/eyelashes/head shapes
2 Months Ago
Updated the subsystem layer weight on the torch
2 Months Ago
- Add walls to the pool physics simulation
2 Months Ago
Added apple.tree prefab and scriptable blueprint for spawning. Added 3 apple spawns to oak_d. Added 3 natural beehie spawns to oak_b. resubmitting the honey bandage label + icon name got removed somehow.
2 Months Ago
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
2 Months Ago
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
2 Months Ago
Fix busted deploy volume
2 Months Ago
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
2 Months Ago
Add seagull assets + some test scripts
2 Months Ago
small apartment update
2 Months Ago
Pool table linking: - Client + server run physics - Server sends snapshots to the client (position, rotation, velocity) - Client updates running simulation to match the sent server update - Run it through save/load right now
2 Months Ago
Addressing Rust Relay packet de-duping
2 Months Ago
Added UnityEngine.UI.CanvasGroup component support to CUI
2 Months Ago
Remaining male heads, shadow pass/eyelashes/head shapes
2 Months Ago
edited 3p crouch idle anim
2 Months Ago
AND OR XOR flags fixes
2 Months Ago
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
2 Months Ago
Updated player corpse and temp ragdolls.
2 Months Ago
Merge from terrain_rrp_fix
2 Months Ago
Communal interior material fixes
2 Months Ago
Fix spectator mode using the wrong mounted rotation/position overrides
2 Months Ago
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
2 Months Ago
train_cinematic_improvements -> main
2 Months Ago
Bunch of commands to control locomotives with console commands
2 Months Ago
Registered entities aren't allocating a new circuit until wired Don't tick circuit system while loading a save, so we only rebuild everything once all the io entities and wires are registered
2 Months Ago
Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime