162,138 Commits over 4,597 Days - 1.47cph!

Rin
Today
Run NPC services by talking to their attendant
Rin
Today
Run the giga furnace from a walk-in counter in its yard and fix the booth counters
Rin
Today
Move the giga furnace into a fenced yard by Repairs and enclose the Outpost booths
Rin
Today
Give the apartment cook a canteen behind the lobby
Rin
Today
Dress the Outpost service booths and move the giga furnace there
Rin
Today
Fix the client-only build of NPC services
Rin
Today
Move the giga furnace inside Bandit Camp
Rin
Today
Hold finished rentals' earnings for 48 hours and reprice restoration
Rin
Today
Add free resident meals at the Apartment Complex
Rin
Today
Add giga furnace drop-off service at Bandit Camp
Rin
Today
Add rentable NPC services with armour slot and restoration garages at Outpost
Today
Added a Multiple Shell loading Function to the MGL *https://files.facepunch.com/alfiebirch/2026/November/11_12-44-ShrillFlounder.mp4 You can now load multiple different types of shells into the MGL. Pressing Right Click with the radial menu open will add that selected shell into the order. Can also partial load rounds as well. Still have the function to load a full magazine of one type of shells.
Today
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Today
Network decrypt thread is now woken once per main thread read loop instead of after every message
Today
Fix missing limbs in players during demos, toggle updateRenderersOffscreen by default during demos
Today
Make debugcam toggle to free camera in demoui2
Today
Fix admintime -1 not resetting time of day back to what it was in the demo
Today
Fix settings menu being broken while a demo is paused
Today
Added 40mm Tracker Icon
Today
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
Today
Added sticky bean can grenades too: *https://files.facepunch.com/lukester/2026/November/11_11-02-DarkorchidBellsnake.mp4
Today
Merged from main
Today
map_creator_biome_fix -> main
Today
Map Creator overrides are no longer cleared when its window closes, entering play mode already resets them
Today
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Today
map_creator_biome_fix -> main
Today
Another use for honey Sticky Grenades. Can be attached to any entity including players:
Today
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
Today
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
Today
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
Today
Record per-system timings in every benchmark scene
Today
Sync .github from main (845dc095ded) (#6)
Today
Changeset: 169668 Change mac build to arm64-only
Today
Remove redundant index-to-value dictionaries from ListHashSet and ListDictionary
Today
Fixed some issues with the wetness effects and glass shaders
Today
Animated building blocks now update the rain grid when open/closed
Today
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
Today
Testing out some manually placed water effects
Today
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?
Today
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
Today
Settings menu
Today
Language selector in the panel preview window
Today
Moved game settings to a scriptable object
Today
Fixed fucked up phrase property drawer
Today
Main menu and its pages are warmed up when created
Today
Optimize: conveyors sleep until one of the attached containers have an item in it change
Today
Merge splitters into split blocks when every branch holds only split storages
Today
Add tests for cupboards chained through splitters and combiners
Today
Fill tool cupboards evenly, like furnaces
Today
Resave tool cupboard prefabs