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138,107 Commits over 4,505 Days - 1.28cph!

Yesterday
added black/uncoloured variant of security door for airfield powergrid doors added powergrid indicators to tower door and terminal room in airfield maintainables prefab removed press button from airdrop terminal
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
Swap to using leg animator for ik support
Yesterday
Editor: fixed ui player preview render texture set as dirty because of the player inventory quality convar
Yesterday
limit per-shape max size by what will fit in the bounds of the sculpture, aligning the shape to sculpture-up positions the shape bottom on the surface
Yesterday
Merge from satellite_crash
Yesterday
Threadsafe time
Yesterday
corrected hexagonal pyramid and cone shape guides not matching
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Merge from main
Yesterday
Merge from satellite_crash
Yesterday
Small computer screen now shows the cooldown message.
Yesterday
Fix a missing physics impact material on wood planks used in the water producer
Yesterday
Merge from satellite_crash
Yesterday
Change thruster button labels from Letter-NumberNumber to Number-NumberLetter to make them clearly not related to map grid
Yesterday
added sleeping bag world model and lods updated .item prefab to reference world model now drops a rolled up sleeping bag instead of a burlap sack
Yesterday
set max brush size limit based on max sculptable bounds
Yesterday
merge from main
Yesterday
Compile fix
Yesterday
big merge from main
Yesterday
merge from automated_testing
Yesterday
Resolve all of the cases testlist
Yesterday
Fix gib mesh readable test not working correctly, now matches how gib mesh colliders are created at runtime, finds the known issue with Fuse_Heavy_LOD2 and ~20 more cases
Yesterday
Fix 3p animation issue on dart throws
Yesterday
merge from main
Yesterday
Cow react, vm and 3p animations added
Yesterday
merge from vehicle_parts_crate_pass
Yesterday
Advanced vehicle parts crate as gas station is now visually distinct (tray color) from the regular one Removed low quality parts from it, only spawns medium Made underwater labs vehicle crate and advanced vehicle crate prefab variants Fixed the parts clipping on the model, and their quality now visually matches what's inside Gas station S2P, manifest https://files.facepunch.com/cipeax/2026/August/03_13-12-AustereGoose.png
Yesterday
editor-only command to export a sculpture you're looking at as an fbx
Yesterday
merge from main
Yesterday
added ladder world model and lods and .worldmodel prefab hooked up world model to .item now drops an actual ladder instead of burlap sack.
Yesterday
Merge from satellite_crash
Yesterday
Also hide electrical FX/sparks with satellite
Yesterday
merge from batteringram_hitdetection_fix
Yesterday
Merge from main
Yesterday
Battering ram tests
Yesterday
added satellite icon for death screen hooked up to .entity prefab information script
Yesterday
Add satellite remains protection (same setup as heli remains) Show health bar for remains.
Yesterday
replaced icons in sculpting gui
Yesterday
Fixed typo in satellite control UI panel, added reference to aiming module
Yesterday
added corn world model (not corn seeds) hooked up .worldmodel to .item prefab now drops corn instead of a burlap sack
Yesterday
missed small shark material
Yesterday
Fixing SAR LOD 2 not being skinned and assigning correct mats
Yesterday
ClipCurve improvements, better screenspace drag and forward-aligned cuts
Yesterday
game_room_dlc -> main (just some minor animation tweaks)
Yesterday
Revert packages-lock.json, commited by accident
Yesterday
Fixed battering ram hit detection issues, reverted an old fix that caused the regression
Yesterday
merge from main
Yesterday
Simplified proc map for quickly testing tunnels
Yesterday
merge from water_wheel_gibs