162,255 Commits over 4,597 Days - 1.47cph!

Yesterday
Rebaked a small selection of clips that were using the mirror functionality or still targeting the old model
Yesterday
Make a missing bone in IK just spam warnings in the editor
Yesterday
Add building guide shader for guide blocks
Yesterday
Add guide flag for building blocks
Yesterday
Merge remote-tracking branch 'origin/main' into generic_animator
Yesterday
Renames
Yesterday
Extended the show hands anim preview option to support showing the whole player body
Yesterday
Cleaner looking F8 perf UI * Before: https://files.facepunch.com/cipeax/2026/November/12_01-08-CoarseAmericanbobtail.png * After: https://files.facepunch.com/cipeax/2026/November/12_01-20-RobustCaudata.png
Yesterday
Keep what players carry between sessions, at stake once they deploy
Yesterday
Give the safe pocket a place of its own on the inventory screen
Yesterday
Halve the main inventory on the extraction map
Yesterday
Keep players who are not in a raid inside Outpost
Yesterday
Bootstrap screen
Yesterday
Export held entities, distance flares, particle effects, and more animations
Yesterday
Changeset: 169457 Prototype Rust+ camera that renders real models, textures, etc. withn the app
Yesterday
Merge branch 'filestorage_demo_fix'
Yesterday
Fix InvalidOperationException when trying to play demos created before the FileStorage key refactor
Yesterday
Give items a scrap value and show what loot is worth
Yesterday
Show the safe pocket while the stash is open
Yesterday
Work the grass out before the loading screen lifts
Yesterday
Bring dead players straight back to the hub
Yesterday
- Merge Pull Requests - Micro optimization for Player:AddCount - TTT: Stop traitors from disarming a living traitor's C4 by using the concommand directly - Fixed workshop icons left side on small resolutions - They were poking out even when not hovered over, and now they don't.
Yesterday
Merge together nearby buildings into bases
Yesterday
Keep history of buildings and players using them
Yesterday
Optimize: Only find the nearest building block for deployables near the part of the base that split off
Yesterday
Keep the building ID on the largest part of a base when it splits instead of giving every part a new ID
Yesterday
Add building split benchmark
Yesterday
Setup build menu items, builds server+bundles+copies bundles
Yesterday
Merge remote-tracking branch 'origin/main' into hackweek_local_tutorial
Yesterday
Predict the helicopter engine start on the client
Yesterday
Fix predicted helicopters bouncing on the ground at high latency
Yesterday
Merge branch 'main' into generic_animator
Yesterday
Bring deploying players up on the tunnel hatch
Yesterday
Let players pay towards an unlock a part at a time
Yesterday
Give seamless servers full waves outside their terrain
Yesterday
Make the ocean continue across seamless server borders
Yesterday
Give seamless servers the same time of day
Yesterday
Hide the map grid when a seamless map is zoomed out past the usual limit
Yesterday
Show monument names on neighboring seamless islands on the map
Yesterday
Draw the grid on neighboring seamless islands on the map
Yesterday
Fade seamless map islands out towards the edges like the rest of the map
Yesterday
Let the seamless map zoom out until every island fits
Yesterday
Show every seamless server's island on the map
Yesterday
Show a neighboring seamless server's map markers once the player gets near it
Yesterday
Let players shoot entities on a neighboring seamless server
Yesterday
Group nearby seamless vehicles and players into clusters that stay on one server
Yesterday
Show more of what happened in a raid on its summary
Yesterday
Include test harness that loaded industrial from server saves
Yesterday
bake humanoid anims into generic rig
Yesterday
Merge branch 'server_anim_elevator_doors'