162,409 Commits over 4,597 Days - 1.47cph!
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Pay more at the supplies shop, value every item, and loot above made gear
Add a supplies shop to the hub that sells basic gear and buys for scrap
Merge branch 'render_pipeline_testing' into msm_shadows
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
Put hackweek_project_outpost on Aux3 again
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Developer tools vehicles tab converted to panels
Developer tools item list converted to panels
Give guards loot by tier, and stop a dying heavy dropping the client
Make the hub's fridge a prop, stop cloth errors, loot NPC bodies in the editor
Killing with a flamethrower gives cooked meat instead of raw:
*https://files.facepunch.com/lukester/2026/November/13_12-36-DecisiveNeonbluehermitcrab.mp4
Add dof.swirl and lens distortion(already existed, just wasn't exposed in the UI) to demo post processing effects
Fix animation clips not updating on clones when scrubbing the demo
Merge branch 'main' into hackweek_demoui2_expand
Developer tools console converted to panels
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Merge branch 'render_pipeline_testing'
Removed all missing scripts from all camera prefabs
Merge branch 'render_pipeline_testing'
Merge branch 'render_pipeline_testing' into render_pipeline_testing_brp_cleanup
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Dress the hub with a notice board, bin bags and a washing machine
Heal and shield players in the hub, ready up to deploy, sell stash rows
Fixed some shadow artifacts near contact points
Initial Moment Shadow Maps implementation
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
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Drop particles from tree canopies
Skip spawning particles under static displacers
Add displacement bursts for explosions and impacts
Add screen depth collision for particles
Add placement rules for particles
Use foliage shader lighting for particles
Respawn drifted particles
Add ground litter wind and displacement
Add ground litter particles
Extract terrain compute inputs from FoliageGrid
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Moved the code lock and main menu panels scripts next to their screens