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137,701 Commits over 4,474 Days - 1.28cph!

Today
water pipes fixes - collider much smaller, only on faucet part - buffed water push rate for IO 6 -> 18 - increased tank capacity 5000 -> 15000 - removed duplicate sound script - consistent LOD ranges for all fx/sounds
Today
More
Today
updated powerline electrical box so that the wires and cover shute are lower and more over to the side to help prevent wire clipping on the io ports
Today
jukebox - speaker fx shows when isPowered and in the ON state - added lods - updated prefab
Today
merge from PlayerMaintainedMonuments
Today
changed positional height of the powerline_pole_a fbx steps removed them from the fbx into its own object so they can be turned on and off will need setting up by the code-person
Today
wip list entries
Today
merge from sharkmovement_sound_fix
Today
Fix "sharkmovement.prefab not found in any asset scenes" log, found after I bumped this to a warning It flagged an actual small issue, the shark has these subtle movement sounds that are supposed to be playing while it's charging the player - but they didn't work due to not being in the correct folder. Now no longer completely silent: https://files.facepunch.com/cipeaX/2026/July/27_20-29-UnequaledLittlenightmonkeys.mp4
Today
merge from hackweek_parented_ddraw
Today
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
Today
Fix stack overflow and alloc in navmesh load / save
Today
Merge from rustplus_camera_fixes
Today
more
Today
Added sounds for the gas pump
Today
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles
Today
Move scanlines to base
Today
Hash ddraw object IDs from string to int client-side (behaviour remains the same) https://files.facepunch.com/raul/1b2711b1/27_19-54-DopeyZooplankton.mp4
Today
Scaling
Today
Common/bg wip setup
Today
Soundwaves Nixed fresnel from the emissive for aliasing purposes.
Today
Delete unused details panel
Today
WIP
Today
merge from main
More minor work
Today
Merge from satellite_crash
Today
Default require_powerplant to true. Stays false in editor for easier satellite testing.
Today
Merge from satellite_crash
Today
Finally fixed the mounting-backwards bug. That took longer than it should have.
Today
Adjusted powerline pole ladder collider to be able to climb it from any sides Updated side wire colliders to use GameTrace so players can climb through but shoot it Disable ladder collider if powerline pole does not have an IO box, no more require looking at the collider when climbing
Today
merge from darts_game
Today
darts polish & fixes - fix scoring not calculating properly - integrate effects from petur: dart puff, bullseye hit, win game - change default accuracy velocity threshold 0.03 -> 0.05 - fix winning game adding another score line at the end
Today
merge from sculptures
Today
merge from main
Today
merge from sculptures/lods
Today
refactored out persistent vertices/indices in the generator for TempJob allocated lists, virtually free and allows parallel LOD marches
Today
- Make appearance and animation windows movable (mostly refactoring to make all utk rust windows movable) - Create keyframes for current zoom/focal length when placing dolly cameras. - Fix NRE from cloning players - Fix not being able to use convars directly in demoui2, no longer prioritizing the options menu. - Maybe fix the dlaa/dlss crash, needs more testing
Today
initial LOD setup - using box sampling at mip levels to generate meshes from the same data using smaller grids, only generating 2 lods because it turns to nothing after that many. Can get tri count in the region of 9k->2k->0.2k
Today
Fix triangle planters not snapping to triangle floors testlist
Today
Bar Wallpaper - updated textures and icon
Today
merge from HAB_armour_health_fix
Today
Fixed placement of wooden barricade and barbed wooden barricade. Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor
Made corridor stop transition pieces wider to account for train stations of different widths
Today
More prefab cleanup
Today
merge from fix_cliff_gaps
Today
Applied a similar fix as 158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
Today
Tightened anchor setup on cliff_hills_large_c
Today
merge from game_room_dlc
Today
updated dartboard texture so that no. 16 is more clearly visible
Today
fixed rotation of the pooltable balls so numbers are facing up by default