162,377 Commits over 4,597 Days - 1.47cph!

Today
Dress the hub with a notice board, bin bags and a washing machine
Today
Heal and shield players in the hub, ready up to deploy, sell stash rows
Today
Fixed some shadow artifacts near contact points
Today
Initial Moment Shadow Maps implementation
Today
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
Today
Drop particles from tree canopies
Today
Skip spawning particles under static displacers
Today
Add displacement bursts for explosions and impacts
Today
Add particle types
Today
Add screen depth collision for particles
Today
Add placement rules for particles
Today
Use foliage shader lighting for particles
Today
Respawn drifted particles
Today
Add ground litter wind and displacement
Today
Add ground litter particles
Today
Extract terrain compute inputs from FoliageGrid
Today
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Today
Moved the code lock and main menu panels scripts next to their screens
Today
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
Yesterday
snow surface gets rolling lumps, and tracks push up berms beside them
Yesterday
Terrain geometry snow displacement
Yesterday
players, NPCs and vehicle wheels now leave tracks in terrain snow near the camera
Yesterday
Fixed no 3rd person sfx when a player revives another player with a syringe
Yesterday
Fixed flamethrower fire not working in first person
Yesterday
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Yesterday
Use separate water displacement target to foliage displacement pass for sharper waves
Yesterday
Displace the ocean surface with ripple heights
Yesterday
Add water waves profiling and tidy-ups
Yesterday
Add GPU water ripples driven by foliage displacement
Yesterday
Added support for AAC and mpd audio streams
Yesterday
A bunch of reliability fixes to the radio streaming system * Streams should now be framerate independent (fixes distortion when a client is alt-tabbed and switches to a low framerate) Better handling for dropped connections, retry the stream connection Fixed some ordering issues A couple of tests in prep for future refactor
Yesterday
Put hackweek_project_outpost on Aux3 again
Yesterday
Dress the hub, keep players to its yard and deploy from the manhole
Yesterday
Put extraction balloons clear of trees, and stop them crushing raiders
Yesterday
Count the safe pocket as carried, and clear the map after a raid
Yesterday
updated hawk model with lods, tweaked flock parameters and added a hawk interest zone for cliffs
Yesterday
added preliminary hawk sounds and set the assets up
Yesterday
set up prefab and flock asset.
Yesterday
added hawk model, material, textures
Yesterday
Open prefetched loot with the same path as normal loot