161,985 Commits over 4,597 Days - 1.47cph!

Today
Added fletching and nock colour options to fletching jig deployable (just 5 so far to test), plus players can now save colour profiles, and apply profiles and skins to wooden arrows
Today
Increased explosive damage required for the codelocked shipping container, now 1.5x timed satchel to destroy. health ui of contrainers only shows up looking at the lock, not at the container
Today
Add Steam upload scripts for custom server builds
Today
Cargo container doors no longer destroyed, players break the lock on the door with melee/explo until lock breaks, then open the doors. One container is now codelocked - needs lots of explo or find a note on scientist corpse with the code to unlock
Today
Merge main into hackweek_cargoship_refresh
Today
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Today
FPV Drone and goggles - Bring files and changes from fpvdrone2 to a new clean and updated branch
Today
Merge from main
Today
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Today
FPV Drone script - fixed SetFlag behaviour and null references from sound modulation
Today
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Today
Fixed flickering panels when scrolling
Today
Dropdown components
Today
Moved pieshape in the right folder
Today
Menu generic popup
Today
Preview editor window panel picker fixes
Today
Pie menu tweaks
Today
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Today
Added blockout fletching jig (arrow customisation station), set up as deployable, and added initial player interaction.
Today
Updated 40mm Illumination Naming and Description. Added 40mm Illumination Round Icon and Updated 40mm Flashbang Round Icon to not look like the Illumination Round Icon
Today
Merge branch 'render_pipeline_testing_brp_cleanup' into Aux5
Today
Texture the trampoline blockout, add a bounce sound and a model deploy guide
Today
Boost jumped-on trampoline bounces and keep anti-hack allowances alive
Today
Steer trampoline bounces and bounce thrown/dropped objects
Today
Use the trampoline blockout model
Today
Add deployable trampoline (hackweek prototype)
Today
Merge branch 'render_pipeline_testing' into render_pipeline_testing_brp_cleanup
Today
Player skin is now affected by rain, disabled drops so it's just shine
Today
Enforced a minimum visibility for rain, it was getting lost during the day
Today
Fixed some viewmodel rain effect issues * https://files.facepunch.com/jarryd-campi/2026/November/Unity_1QZcAB3TL7.mp4
Today
Added a new ambience system to play a rain on roof sfx when under cover during rain * Currently just using the one temp sfx, but has support for per physics material sfx so we could do rain on wood/metal/etc roof https://files.facepunch.com/jarryd-campi/2026/November/Unity_GIXWpMBA6y.mp4
Today
Apply wetness to terrain and foliage shaders, fade out based on foliage render range (looks bad at a distance) *Automatically inherited the rain grid functionality so terrain looks dry underneath solid objects https://files.facepunch.com/jarryd-campi/2026/November/Unity_OITx5EusZO.mp4
Today
Added a new rain benchmark, just flies through a lit structure with the rain enabled
Today
Merge branch 'render_pipeline_testing' into render_pipeline_testing_brp_cleanup
Today
Created 40mm Flare Round Prototype
Today
Updated 40MM Incendiary Grenade to use different effect and sound. Added 40mm Incendiary Grenade Icon. Balanced 40mm Incendiary Grenade Damage
Today
Merge remote-tracking branch 'origin/buildingblock_invisible_fix'
Today
Merge remote-tracking branch 'origin/fsmtransitionbase_getagent_fix'
Today
Merge remote-tracking branch 'origin/combatlog_weapon_short'
Today
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Today
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Today
Sync .github from main (845dc095ded)
Today
Sync .github from main (845dc095ded)
Today
Sync .github from main (845dc095ded)
Today
Sync .github from main (845dc095ded)
Today
Sync .github from main (845dc095ded)
Today
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Today
Scale "24 units" based on the item's stacksize
Today
Move up to a full stack at once if it's less than 24 units
Today
Scale the amount of items a conveyor moves per tick to 24 "units"