162,398 Commits over 4,597 Days - 1.47cph!

Yesterday
Add a supplies shop to the hub that sells basic gear and buys for scrap
Yesterday
Merge branch 'render_pipeline_testing' into msm_shadows
Yesterday
https://files.facepunch.com/Nowun/2026/November/Unity_pzYZZjD5mo.mp4 Finished an old prototype, shipping Container shelter, tier 2 solo/duo legacy shack. T2 tech tree but T0 workbench, quick mid level shelter after you get raided and lose all your shit. Can destroy the door or the shelter itself. No craft cost balance done
Yesterday
Put hackweek_project_outpost on Aux3 again
Yesterday
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Yesterday
Developer tools vehicles tab converted to panels
Yesterday
Developer tools item list converted to panels
Yesterday
Give guards loot by tier, and stop a dying heavy dropping the client
Yesterday
Make the hub's fridge a prop, stop cloth errors, loot NPC bodies in the editor
Yesterday
Killing with a flamethrower gives cooked meat instead of raw: *https://files.facepunch.com/lukester/2026/November/13_12-36-DecisiveNeonbluehermitcrab.mp4
Yesterday
Add dof.swirl and lens distortion(already existed, just wasn't exposed in the UI) to demo post processing effects
Yesterday
Fix animation clips not updating on clones when scrubbing the demo
Yesterday
Merge branch 'main' into hackweek_demoui2_expand
Yesterday
Developer tools console converted to panels
Yesterday
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Yesterday
Main menu's home tab
Yesterday
Merge branch 'render_pipeline_testing'
Yesterday
Removed all missing scripts from all camera prefabs
Yesterday
Merge branch 'render_pipeline_testing'
Yesterday
Merge branch 'render_pipeline_testing' into render_pipeline_testing_brp_cleanup
Yesterday
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Yesterday
Dress the hub with a notice board, bin bags and a washing machine
Yesterday
Heal and shield players in the hub, ready up to deploy, sell stash rows
Yesterday
Fixed some shadow artifacts near contact points
Yesterday
Initial Moment Shadow Maps implementation
Yesterday
Draw particles as clumps of a possible 4 * https://files.facepunch.com/dayaan/2026/November/LeavesWind.mp4 * https://files.facepunch.com/dayaan/2026/November/Leaves_Test.mp4
Yesterday
Drop particles from tree canopies
Yesterday
Skip spawning particles under static displacers
Yesterday
Add displacement bursts for explosions and impacts
Yesterday
Add particle types
Yesterday
Add screen depth collision for particles
Yesterday
Add placement rules for particles
Yesterday
Use foliage shader lighting for particles
Yesterday
Respawn drifted particles
Yesterday
Add ground litter wind and displacement
Yesterday
Add ground litter particles
Yesterday
Extract terrain compute inputs from FoliageGrid
Yesterday
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Yesterday
Moved the code lock and main menu panels scripts next to their screens
Yesterday
Fixed missing pie menu animations
Yesterday
Give the hub its own markers, no map and no death screen on arriving
Yesterday
Upload custom client debug builds from their own folders
Yesterday
Reduced gun wear from base of 1 (player weapon wear) down to 0.75 * Added second HP bar displaying the condition of the weapon and added an ammo counter to the turret. Needs a hammer and building auth to see the stats, no longer needing to turn the turret off to check out how much ammo is in it. * https://files.facepunch.com/el-hog/2026/November/13_16-15-ZestyPilchard.mp4
Yesterday
Flash strength, length, deafness and name tag visibility are set per zone: inner 2m, mid 6m, outer 10m * Looking away no longer helps in the 2m zone, it still reduces the 6m and 10m zones * Name tags vanish on the bang and fade back in over time, 2m zone being the longest, 6m zone being short and the 10m zone not being affected * Deafness lasts longer on the 2m and 6m zones * Being heavly flashed now also muffles sound the way the heavy plate helmet does * Values are WIP, effect should be longer, probably * https://files.facepunch.com/el-hog/2026/November/13_15-06-ValidQueenbee.mp4
Yesterday
Full damage within 1.75m, falling off to none at 3.75m (was 2m / 6m) * Shrapnel adds 30 bleeding within 2m, fading to none at 8m * Shrapnel bleed needs LOS * Explosion effect now throws visible shrapnel streaks that stop on impact * Values are very WIP * https://files.facepunch.com/el-hog/2026/November/13_15-03-OddAnteater.mp4
Yesterday
Prototype of storing demos for every player encrypted and locking down playback
Yesterday
Use low freq noise snow height and apply static displacers * https://files.facepunch.com/dayaan/2026/November/SnowDisp_Test.mp4
Yesterday
Terrain vertices outside the snow patch skip the snow sampling
Yesterday
Snow patch mesh replaces the fine terrain rings, stamps get ragged edges
Yesterday
Tweak snow displacement params