161,875 Commits over 4,597 Days - 1.47cph!

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
Today
Cargo ship refresh: loot in the interior is now all locked inside the shipping containers. Break them open with explosive/melee to get loot inside. 7 Containers total, loot split amongst them. One container is empty, and one is unlocked containing the brown crates.
Today
Rust XCOM: regenerated armoury looks, doors, ladder hatch, chicken, road and scenes
Today
Rust XCOM: survivors wait by the ramp foot, in view
Today
Rust XCOM: survivor invite row in the squad panel, road track meets the ramp
Today
Rust XCOM: visible chickens, soldier skins/hair/gender and bios, road, survivors waiting outside to be invited in
Today
Rust XCOM: game ladder hatch slid open, swinging doors, manual furnace at game speed
Today
Rust XCOM: regenerated armoury held weapons, foundations, QA Island terrain and scenes
Today
Rust XCOM: sleep with head on the pillow, drop decor that renders black outside the game
Today
Rust XCOM: held weapons from entity prefabs, progression drops and stock, outfit stats and armour, quiet bows, meal buff, timed room activities, overwatch cone, cursor-local tiles, loot rings, QA Island terrain
Today
Rust XCOM: regenerated armoury, characters parts, terrain and scenes
Today
Rust XCOM: squad patrols the front of rooms and steps back only through doorways
Today
Rust XCOM: turn wall finished sides to face into the rooms
Today
Rust XCOM: place the exit ramp from the doorway down to the ground, drop black foliage props
Today
Rust XCOM: use the game's sleeping gesture for beds
Today
Rust XCOM: armoury and runtime characters, loadouts, rock melee, overwatch, research, crafting, beds, hatches, exit ramp, chopping, hunting, terrain
Today
Rust XCOM: regenerated scenes, storey-split monument, doors, clan table and loot bag
Today
Rust XCOM: hide props standing on cut-away roofs