162,051 Commits over 4,597 Days - 1.47cph!
Testing out some manually placed water effects
Raindrops are now illuminated by distant light flares
* https://files.facepunch.com/jarryd-campi/2026/November/Unity_wKkR1wBhvT.mp4
Picks the 16 flares closest to the center of the screen to pass to the shader
Has some issues, there's no simple way to handle the flares being occluded by other geometry, we could maybe get away with it?
Make weapons in turrets take damage when shooting, same wear rate as a player shooting.
* When the turrets weapon breaks, its laser will turn off and it will spark.
* https://files.facepunch.com/el-hog/2026/November/11_12-27-SophisticatedMice.mp4
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Language selector in the panel preview window
Moved game settings to a scriptable object
Fixed fucked up phrase property drawer
Main menu and its pages are warmed up when created
Optimize: conveyors sleep until one of the attached containers have an item in it change
Merge splitters into split blocks when every branch holds only split storages
Add tests for cupboards chained through splitters and combiners
Fill tool cupboards evenly, like furnaces
Resave tool cupboard prefabs
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Add parallax mapping to bullet decals
F1 console update - commands describe their arguments, so the UI can show the signature and suggest values as you type
* Tells you exactly what parameters are expected in what order, their types and value ranges, whether they are optional or required, they can have added help texts
* Custom autocomplete sources such as file names when loading configs, item or entity names
https://files.facepunch.com/cipeax/2026/November/11_00-58-IntrepidGoldfinch.mp4
Limit camera recordings to 60s and tapes to 5 minutes of demos
Play back voice chat recorded on camera tapes
share vclouds render between sun and sunless water reflection probe
Implement rising rivers during rainfall, shelving here because it doesn't work very well
* Server prebakes the lowest and highest river levels and lerps between them
Problem is after a few proc gen tests in most cases this looks bad and results in a visible water edge
We'd need actual water physics? Not worth it
https://files.facepunch.com/jarryd-campi/2026/November/Unity_yXJIos8h4u.mp4
don't run water window pass copy unless underwater
Record EnvSync into camera tapes
Added additional option to customise shaft style (i.e. skins) to fletching jig dialogue
remove water ambient lighting interpolator on upward facing water surfaces
Fix test runner getting tripped up by an empty string being used as a parameter
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implement proper ocean patch culling in ocean hull shader
Expose wind turbulence to weather preset, raise it on heavy rain so we get more foliage movement
Some randomisation to rain speeds
Fixed small band of wetness in some base corners
Fix water drops appearing to clip through the ceiling when standing underneath them
Disable any wetness rendering in edit mode, better terrain falloff
Added a new weather preset editing window, sets weather settings instantly bypassing any easing
Changeset:
169668 Change mac build to arm64-only
Rejigged the arrow customisation UI to be full screen and better match Rust's UI. Increased viewport size of arrow preview. More colours added.
- Fixed wrong DLL being excluded from Win32 srcds (oopsie)
- Merged Pull Requests
- Check `AdminOnly` field when spawning vehicles
- TTT: Ignore unknown modes in ttt_mute_team
Fix up some bad cases when scientists would not flank properly
fix missing render graph reads for water shadow stuff
fix trunction of float4 lodInfo in WaterShore.cginc
fix water sun shadow filter running twice per pixel
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Added arrow preview to fletching jig dialogue window so now you can preview your customisation
Handle cases where the player is killed or dismounted while playing back a tape
Run the manifest update so committed item ids match builds
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More escape capture stuff