139,004 Commits over 4,474 Days - 1.29cph!

Today
Jukebox particle fx now plays in time with music
Today
Jukebox cast lighting
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
Today
add visible water to tank, material of water can be blended
Today
crashed satellite LODs
Today
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
Today
Fix roadside procedural car wrecks and telephone poles occasionally spawning too close to rail tracks, blocking trains from passing
Today
fix "" invokes add convars for testing airfield terminals, forces charge to full - airfieldairdropterminal.force_charge - airfieldcallchinookterminal.force_charge
Yesterday
Setup row hover, invert colours. Satellite list screen finished.
Yesterday
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
Yesterday
click fix
Yesterday
entry finished-ish
Yesterday
entry
Yesterday
gas station car crusher harsher collision placement fix crusher not fully gibbing cars fix lift being damageable
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
forgot meta apparently
Yesterday
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
Yesterday
More
Yesterday
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
Yesterday
jukebox - speaker fx shows when isPowered and in the ON state - added lods - updated prefab
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
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
Yesterday
wip list entries
Yesterday
merge from sharkmovement_sound_fix
Yesterday
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
Yesterday
merge from hackweek_parented_ddraw
Yesterday
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
Yesterday
Fix stack overflow and alloc in navmesh load / save
Yesterday
Merge from rustplus_camera_fixes
Yesterday
more
Yesterday
Added sounds for the gas pump
Yesterday
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
Yesterday
Move scanlines to base
Yesterday
Hash ddraw object IDs from string to int client-side (behaviour remains the same) https://files.facepunch.com/raul/1b2711b1/27_19-54-DopeyZooplankton.mp4
Yesterday
Scaling
Yesterday
Common/bg wip setup
Yesterday
Soundwaves Nixed fresnel from the emissive for aliasing purposes.
Yesterday
Delete unused details panel
Yesterday
WIP
Yesterday
merge from main
Yesterday
More minor work
Yesterday
Merge from satellite_crash
Yesterday
Default require_powerplant to true. Stays false in editor for easier satellite testing.
Yesterday
Merge from satellite_crash
Yesterday
Finally fixed the mounting-backwards bug. That took longer than it should have.
Yesterday
Adjusted powerline pole ladder collider to be able to climb it from any sides Updated side wire colliders to use GameTrace so players can climb through but shoot it Disable ladder collider if powerline pole does not have an IO box, no more require looking at the collider when climbing
Yesterday
merge from darts_game
Yesterday
darts polish & fixes - fix scoring not calculating properly - integrate effects from petur: dart puff, bullseye hit, win game - change default accuracy velocity threshold 0.03 -> 0.05 - fix winning game adding another score line at the end
Yesterday
merge from sculptures
Yesterday
merge from main