140,835 Commits over 4,505 Days - 1.30cph!

Yesterday
merge from supermarketceiling_lowobjectquality_fix
Yesterday
merge from medical_honey_bandage
Yesterday
merge from sculpt_admingui_fix/better_panel
Yesterday
Localized the tutorial modal
Yesterday
merge from 3p_hatchet_aiming_anim_fix
Yesterday
Fix honey bandage effects not firing (for real this time)
Yesterday
Unfucked the menu tutorial modal
Yesterday
merge from NettingImpactFX
Yesterday
capture component states in init (needs more testing)
Yesterday
merge from autoturrets_LODcomponent_fix
Yesterday
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
Yesterday
merge from foundation_guide_fix
Yesterday
merge from sunglasses_lens_material_fix
Yesterday
merge from blueberry_med_LOD_fix
Yesterday
merge from minifridge_emissiveleak_fix
Yesterday
merge from sculptures_blurry_textures_fix
Yesterday
merge from convar_rounding_fix
Yesterday
merge from rentableshop_deepseamanager_pool_fix
Yesterday
merge from iconfonts_optims
Yesterday
Confirmation popup before starting the scan when updating the icon fonts
Yesterday
Machete animation updates for weapon refresh
Yesterday
Fix scientists not spawning on cargo, underwater lab and military base
Yesterday
Missing codegen from earlier
Yesterday
Rust icon fonts are now generated based on what glyphs we use, similar to the localization fonts: - Reduces the two fonts atlas size from 64MB to 0.5MB and 4MB to 0.5MB - Icon fonts now have an empty fallback font set to dynamic so community UI icons and adding new icons in editor still works - The static fonts are updated when we update the localization every month
Yesterday
Also reapply 138986 "Fixed shadows inside radtown master house building with a custom shadow proxy"
Yesterday
merge from main
Yesterday
Reapply 138981 "Fixed shadows inside oilrig level6 rooms. Modelled custom shadow proxy" from 9 month old branch S2P large oilrig
Yesterday
Fix scientists not spawning in underwater labs and cargo ships
Yesterday
Codegen
Yesterday
Merge from main
Yesterday
More misc code cleanup
Yesterday
merge salvaged hammer refresh
Yesterday
optimised salvaged hammer textures ao from 2k -> 512 renamed texture set to be inline with new naming conventions i.e hammer_AlbedoTransparency -> hammer_bc
Yesterday
Fixed Jungle Ziggurat Treatment Tank Colliders from using multiple box colliders to using one mesh collider so its more optimized
Yesterday
editor_multiplayer -> main
Yesterday
Fix multi client play mode showing up pink for some people. MPPM wasnt cloning an instance of the packages folder over to the other editors
Yesterday
fixed 3p being offset from players hand
Yesterday
Merge from main
Yesterday
Merge from render_pipeline_testing
Yesterday
Fixed static chairs on gas station roof never being mountable due to being ever so slightly clipped into the ground (S2P) https://files.facepunch.com/cipeax/2026/August/18_11-18-MajorGalapagostortoise.jpg
Yesterday
proto fix after merge
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
updated laserlight world model (improving lods) and also the lod component to be more forgiving like the muzzle brake and boost. same nasty early transition issue
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
adjusted muzzle brake and muzzle boost lod componenant. the lods were switching way too quickly when close up - disgustingly fast. now fixed and more consistent with weapon lod distances.
Yesterday
merge from medical_honey_bandage
Yesterday
merge from main