162,123 Commits over 4,597 Days - 1.47cph!
Make debugcam toggle to free camera in demoui2
Fix admintime -1 not resetting time of day back to what it was in the demo
Fix settings menu being broken while a demo is paused
Added a 40mm Tracker Round
*https://files.facepunch.com/alfiebirch/2026/November/11_11-22-BrightPachyderm.mp4
The round once fired will attach to the surface its hits (Cars, Helicopters, Boats, Bases) This will then add a tracking marker to the map that will move with object its attached to. The tracker lasts for 5 minutes but has an audio beep and a red flashing LED
Added sticky bean can grenades too:
*https://files.facepunch.com/lukester/2026/November/11_11-02-DarkorchidBellsnake.mp4
map_creator_biome_fix -> main
Map Creator overrides are no longer cleared when its window closes, entering play mode already resets them
map_creator_biome_fix -> main
Another use for honey Sticky Grenades. Can be attached to any entity including players:
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Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Record per-system timings in every benchmark scene
Sync .github from main (845dc095ded) (#6)
Changeset:
169668 Change mac build to arm64-only
Remove redundant index-to-value dictionaries from ListHashSet and ListDictionary
Fixed some issues with the wetness effects and glass shaders
Animated building blocks now update the rain grid when open/closed
Playing around with a new puddle feature
*Hand placed in monuments, animates in and out via alpha over time
Works nicely with the hand placed water spout fx I added earlier, so when it rains some parts of a structure can have big gushes of water and puddles can appear beneath them
Puddles don't respect the rain occlusion system so we can use them in placed that would otherwise not be wet but might make sense for a puddle
Just using some generic noise as a puddle texture, could be replaced with something a bit nicer
https://files.facepunch.com/jarryd-campi/2026/November/Unity_KZCezAcmDg.mp4
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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
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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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