142,624 Commits over 4,413 Days - 1.35cph!
Pool table linking:
- Client + server run physics
- Server sends snapshots to the client (position, rotation, velocity)
- Client updates running simulation to match the sent server update
- Run it through save/load right now
Addressing Rust Relay packet de-duping
Added UnityEngine.UI.CanvasGroup component support to CUI
Remaining male heads, shadow pass/eyelashes/head shapes
edited 3p crouch idle anim
Add support for drawing sphere and capsule colliders to debug.drawcolliders
https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
Updated player corpse and temp ragdolls.
Merge from terrain_rrp_fix
Communal interior material fixes
Fix spectator mode using the wrong mounted rotation/position overrides
Include TerrainHoleRenderer in TerrainMeta components
Editor only GetBounds function for AddToAlphaMap
Improve AlphaScanner to find alpha effecting components
train_cinematic_improvements -> main
Bunch of commands to control locomotives with console commands
Registered entities aren't allocating a new circuit until wired
Don't tick circuit system while loading a save, so we only rebuild everything once all the io entities and wires are registered
Trees now support multiple prefabs instead of just one. This means multiple natural beehives🐝
https://files.facepunch.com/LukeD/2026/05/Unity_0ju1Wwl8WC.mp4
(I need this functionality for apple trees)
untangled changes from erik's prefab and changes from this AM
Male A-E seeds shadow pass/eyelashes
move the walls corridor to the grid
added collision for the corridor
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default
Button and counter evaluators
Added image pixels per unit multiplier (so modders can modify slice scaling)
Add train control to the timeline
Added UnityEngine.UI.Mask component support to CUI
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
Added baked config at register time
Batteries are data based
Honey bandage:
- Increased stack size from 3 -> 5.
- Added 6 healing over time.
merge from mortar_prototype
Fix mortar animation handles not getting disposed of properly in demos
blockout playground models from yesterday
some visual tweaks to bench_b
adding more decorative benches to replace the large bulky one
replaced the old one with new ones in scene
also plugged some doorways in the apartment_b prefabs
Added downloading from URL, supports mp3/wav/ogg, update clip time
Ability to change audio clips on the fly, added clip download request and caching, error handling
Clear all audio clips out of memory &/or pending requests on disconnect
Full rebuild param handling from Jenkins end
Fixed charm picker not working when skins_access was set to 1
Merge from shot_dub_fixes
Added per axis dubbing override tracks (pan/tilt/roll)
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled)
Fixed DoF dubbing changes not recording
Fix hole Remove with swapback for transform instance data
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player
LOD0 - Auto
LOD1 - 2 Bones
LOD2/3/4 - 1 Bone
These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible
Might have scraped a quarter of a millisecond in a stress test? Hard to judge
Defaults to on
Fixed wrong item id on ballistic vest