162,244 Commits over 4,597 Days - 1.47cph!

2 Days Ago
Main menu and its pages are warmed up when created
2 Days Ago
Optimize: conveyors sleep until one of the attached containers have an item in it change
2 Days Ago
Merge splitters into split blocks when every branch holds only split storages
2 Days Ago
Add tests for cupboards chained through splitters and combiners
2 Days Ago
Fill tool cupboards evenly, like furnaces
2 Days Ago
Resave tool cupboard prefabs
2 Days Ago
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2 Days Ago
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2 Days Ago
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2 Days Ago
Add parallax mapping to bullet decals
2 Days Ago
F1 console update - commands describe their arguments, so the UI can show the signature and suggest values as you type * Tells you exactly what parameters are expected in what order, their types and value ranges, whether they are optional or required, they can have added help texts * Custom autocomplete sources such as file names when loading configs, item or entity names https://files.facepunch.com/cipeax/2026/November/11_00-58-IntrepidGoldfinch.mp4
2 Days Ago
Limit camera recordings to 60s and tapes to 5 minutes of demos
2 Days Ago
Play back voice chat recorded on camera tapes
2 Days Ago
share vclouds render between sun and sunless water reflection probe
2 Days Ago
Implement rising rivers during rainfall, shelving here because it doesn't work very well * Server prebakes the lowest and highest river levels and lerps between them Problem is after a few proc gen tests in most cases this looks bad and results in a visible water edge We'd need actual water physics? Not worth it https://files.facepunch.com/jarryd-campi/2026/November/Unity_yXJIos8h4u.mp4
2 Days Ago
don't run water window pass copy unless underwater
2 Days Ago
Record EnvSync into camera tapes
2 Days Ago
Added additional option to customise shaft style (i.e. skins) to fletching jig dialogue
2 Days Ago
remove water ambient lighting interpolator on upward facing water surfaces
2 Days Ago
Fix test runner getting tripped up by an empty string being used as a parameter
2 Days Ago
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2 Days Ago
implement proper ocean patch culling in ocean hull shader
2 Days Ago
Expose wind turbulence to weather preset, raise it on heavy rain so we get more foliage movement
2 Days Ago
Some randomisation to rain speeds
2 Days Ago
Fixed small band of wetness in some base corners
2 Days Ago
Fix water drops appearing to clip through the ceiling when standing underneath them
2 Days Ago
Disable any wetness rendering in edit mode, better terrain falloff
2 Days Ago
Added a new weather preset editing window, sets weather settings instantly bypassing any easing
2 Days Ago
Changeset: 169668 Change mac build to arm64-only
2 Days Ago
Rejigged the arrow customisation UI to be full screen and better match Rust's UI. Increased viewport size of arrow preview. More colours added.
2 Days Ago
- Fixed wrong DLL being excluded from Win32 srcds (oopsie) - Merged Pull Requests - Check `AdminOnly` field when spawning vehicles - TTT: Ignore unknown modes in ttt_mute_team
2 Days Ago
Fix more cases
2 Days Ago
Fix up some bad cases when scientists would not flank properly
2 Days Ago
fix missing render graph reads for water shadow stuff
2 Days Ago
fix trunction of float4 lodInfo in WaterShore.cginc
2 Days Ago
fix water sun shadow filter running twice per pixel
2 Days Ago
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2 Days Ago
Added arrow preview to fletching jig dialogue window so now you can preview your customisation
2 Days Ago
Handle cases where the player is killed or dismounted while playing back a tape
2 Days Ago
Run the manifest update so committed item ids match builds
2 Days Ago
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2 Days Ago
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2 Days Ago
More escape capture stuff
2 Days Ago
Updated gamepad escape calls
2 Days Ago
Updated component specimen, added more button styles
2 Days Ago
Added slider component
2 Days Ago
Added draggable component
2 Days Ago
Codegen
2 Days Ago
Added InputField component
2 Days Ago
Moved F7 pump out of Client.Input to a default bind like the F1 console