147,458 Commits over 4,444 Days - 1.38cph!

28 Days Ago
Hatchet 3p anim updates
28 Days Ago
Molotov animation and holdtype updates
28 Days Ago
New(tests): add basic Facepunch.Console.CommandTests tests(3 unit, 1 perf) Need it before I start optimizing out allocs Tests: ran tests, they pass and show allocs (68 allocs, 4.4KB total for test string)
28 Days Ago
fixing some flow issues on the damaged side of the apt building
28 Days Ago
apartment_complex_1 s2p
28 Days Ago
Adding HLOD to apartment_complex_1 fixing some terrain topos, repainting a proper blend map for terrain
28 Days Ago
Industrial Torch first pass animations
28 Days Ago
resetting this silly dofexposer asset that saves with local tweaks to camera
28 Days Ago
removing decorative skull from flat medium as it throws errors
28 Days Ago
cleaning a bunch of missing references in the level and in project art prefabs
28 Days Ago
Fixing vagabond jacket skinning
28 Days Ago
Bugfix: ensure UseMutexPool feature switch catches all pool calls Now pools lazy-update their internal storage when toggling the feature switch - this makes sure calls are routed to the right pools Tests: played on craggy, slapped breakpoints into Take and made sure no calls were made to fallback/new pool when new/fallback mode was set
28 Days Ago
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
28 Days Ago
Fixng roadsign armour clipping with hoodie
28 Days Ago
cleared a prop from clipping in basement flat
28 Days Ago
Fixing swim wear skinning
28 Days Ago
Updating horse mask to fix clipping
28 Days Ago
Exposed chanceToFall variable
28 Days Ago
"Converted" supply drop selection to the radial menu. Replaced smoke signal colours for all variations: Default = Blue Green = Medical / Food Orange = Resources / Building Supplies Yellow = Weapons / Ammo / Tools Supply drops have been set up to accept different variations of their own loot pool, loot tables still to be added. https://files.facepunch.com/hog/1b1511b1/Unity_dSXb7JlnYE.mp4
28 Days Ago
overgrowth set dressing polish, hiding/pruning foliage where not needed
28 Days Ago
Revert added inventory UI, going to shift airdrop selection to radial menu instead.
28 Days Ago
Fixed gingerbread man corpses throwing errors
28 Days Ago
Updated position of player model in wanted poster renders
28 Days Ago
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
28 Days Ago
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
28 Days Ago
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
28 Days Ago
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28 Days Ago
Debug readout + removed a log
28 Days Ago
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
28 Days Ago
Added Unity Button and InputField interactable CUI properties
28 Days Ago
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
28 Days Ago
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
28 Days Ago
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28 Days Ago
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Rin
29 Days Ago
prefab setup
29 Days Ago
Check mute in startup in GameSetup too so it works in editor
29 Days Ago
Show microphone icon when muted and trying to talk but show a X through it - makes it clearer when you are muted (both server mutes & api mutes)
29 Days Ago
Coconuts can now spawn on trees in the deepsea! S2P all tropical islands. Similar to apples trees, when hit, theres a small chance the coconuts will drop from the tree: https://files.facepunch.com/LukeD/2026/05/Unity_YS5h6Jzz5d.mp4
29 Days Ago
Move check for API mute above the IsAdmin check so I can test in editor
29 Days Ago
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system
29 Days Ago
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29 Days Ago
Probably fixed OSX build error
29 Days Ago
Added Insurgency map category Groundwork for BSPZIP compression support Added support for -embed to VBSP Make LZMA methods static Update LZMA SDK, Enable BSPZIP compression Minor cleanup GM:PostPlayerDraw throws non halting error when too deep
29 Days Ago
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29 Days Ago
Merge from main
29 Days Ago
Bleed fix.
29 Days Ago
Fixed some ground slaps on the wrong layer to fix bleed. Temporarily disabled the embedded string light prefab lights in the apartment lighting prefab so that each one can be positioned and tuned manually. Hobo barrel prefab tweaks. More lighting prefab WIP stuff.
29 Days Ago
illuminated pressure pad; - textures first pass - updated icon render setting - updated material
29 Days Ago
Cranked the flicker floor up more.
29 Days Ago
The ~100hz neon flicker varies a little for each sign type. All use primes for both ints and decs to avoid waveforms ever fully syncing. Slightly raised the bottom floor of the wave.