161,886 Commits over 4,597 Days - 1.47cph!

Today
Resave computer station menu prefabs
Today
Add sound option to record tool
Today
Play door open end sound when the leaf stops
Today
Only stop doors that opt in
Today
Resave door prefabs
Today
V2 progress *Moved crosshair settings to its own tab Color palette picker for more colors Moved hit marker to shader, added hit marker customization (scale, color, headshot color, outline) More new options, v2 crosshair codes (101 bits currently), old codes get converted properly
Today
Fix settings dropdowns re-opening when closing them (existing issue)
Today
Fix all of our tooltips appearing at an offset depending on FPS (existing issue)
Today
- Add very important feature - The feature is very important - Remove the very important feature - It turns out it wasn't as important - This is a test - Sorry
Today
Can play and tweak UI animations in the panel viewer editor window
Today
Pie menu converted to panels
Today
Added functionality to customise nock colour. Added view model version of arrow skins, they keep their customisation too
Today
Merge origin/main into Hackweek_40mm_Grenade_Types
Today
Fix conveyors not resuming their scan when transferring items over multiple ticks
Today
Speed up conveyor ticks when outputs are almost full
Today
Add benchmarks for worst case of old code
Today
Add conveyor tests
Today
Rewrite conveyor system to transfer a set amount of items per tick instead of scaling with number of attached storage
Today
Set furnace & refineries to industrial splitting mode
Today
Resave furnace and refinery prefabs
Today
Allow storage entities to act as splitters or passthrough for industrial
Today
Add door open clipping tests
Today
Stop door open animation before it clips with building blocks
Today
Add effects to the sandbox panel in demoui2 * https://files.facepunch.com/adam-k/fx_tab.mp4
Today
Show seamless neighbor islands as terrain HLODs
Today
Add terrain HLOD
Today
Fix seamless players losing third person after crossing to another server
Today
Fix arriving seamless players being left behind their boat
Today
Fix arriving seamless players going to sleep and boats sinking
Today
Let players off a vehicle cross between seamless servers
Today
Fix seamless client taking entities from the wrong server
Today
Fix empty seamless neighbor views and duplicated vehicles on slow transfers
Today
Reopen seamless neighbor connections that drop
Today
Add seamless nexus client neighbor connections and server switching
Today
Add seamless nexus server links, neighbor views and vehicle transfers
Today
Give each seamless server its own entity, item and group ID range
Today
Widen network group IDs to 64 bits
Today
Return correct AABB when entity has no physics Probably fixed a decal crash with some high poly models Delete some unused .dll files video_services related files, msvcr71.dll, libsasl.dll Move hl2.sh to gmod_run.sh (hl2.sh still exists as fallback)
Today
Upgraded FPBuild version for all pipelines
Today
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Today
https://files.facepunch.com/jacob/2026/November/09_11_20-43-SturdyGecko.mp4 - added Minicopter Wrecks that spawn at monuments (2 per map, spawning not set up yet) that can be repaired for 10 gears, 400 metal fragments, 40 HQM and 1 random tier 2 modular car part
Today
Added `BoatDockTrigger` to all 3 fishing village variants so vehicles parked in the vendor water docks don't get stuck at the edges, unable to be mounted. Vehicles are now gently dragged to the centre away from the walls.
Today
Rust XCOM: regenerated armoury hold setup, game road mesh, trail and scenes
Today
Rust XCOM: raiders stand and fight while the squad comes out, and keep running once they've robbed
Today
Rust XCOM: neutral callout for misses at the base
Today
Rust XCOM: weapons held like the game (hand bone, hold anims, spine aim), walking chickens, game asphalt road, bandits raiding the base
Today
When building default navmesh ignore colliders belonging to independant navmeshes
Today
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Today
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Today
Queue UniTask's pooled .NET work items on .NET Core 3.1 or later