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142,779 Commits over 4,413 Days - 1.35cph!

Today
Fixed gingerbread man corpses throwing errors
Today
Updated position of player model in wanted poster renders
Today
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
Today
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
Today
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
Today
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Today
Debug readout + removed a log
Today
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
Today
Added Unity Button and InputField interactable CUI properties
Today
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
Today
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
Today
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Rin
Today
prefab setup
Today
Check mute in startup in GameSetup too so it works in editor
Today
Show microphone icon when muted and trying to talk but show a X through it - makes it clearer when you are muted (both server mutes & api mutes)
Today
Coconuts can now spawn on trees in the deepsea! S2P all tropical islands. Similar to apples trees, when hit, theres a small chance the coconuts will drop from the tree: https://files.facepunch.com/LukeD/2026/05/Unity_YS5h6Jzz5d.mp4
Today
Move check for API mute above the IsAdmin check so I can test in editor
Today
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Today
Merge from main
Today
Bleed fix.
Today
Fixed some ground slaps on the wrong layer to fix bleed. Temporarily disabled the embedded string light prefab lights in the apartment lighting prefab so that each one can be positioned and tuned manually. Hobo barrel prefab tweaks. More lighting prefab WIP stuff.
Yesterday
illuminated pressure pad; - textures first pass - updated icon render setting - updated material
Yesterday
Cranked the flicker floor up more.
Yesterday
The ~100hz neon flicker varies a little for each sign type. All use primes for both ints and decs to avoid waveforms ever fully syncing. Slightly raised the bottom floor of the wave.
Yesterday
Hackweek FPV Kamikaze Drone - Updated model, textures, materials, setup prefab, icon, updated skins list, etc. Fully functional single local up vector multi axis rotation flight model with new accurate 3D model https://files.facepunch.com/mauroavalos/1b1411b1/14_14-12-MatureElk.mp4
Yesterday
Check for mute on startup & look in response of submitting voice data to see if muted - gives ok time delay before muting without 100k players polling the API
Yesterday
Codegen
Yesterday
- Swap vine swinging mount pose to standing - Fix offset y rotation - Increase drag to a more realistic level - Fix pooltable mountable not removing itself when dismounting
Yesterday
merge from decorative plants hackweek
Yesterday
Merge from missionobjective_findentities_optim
Yesterday
Fix some objectives searching on layers which are no good on the client
Yesterday
- Table can track multiple mountables - Can't mount if you're already mounted - Don't need to call kill - the table does it
Yesterday
- Setup v_spear anims/avatar - Fix inside terrain violation when jumpin on mountable - Viewmodel was set to wrong prefab - Viewmodel skeleton fix - Add viewmodel renderers to skinned mesh renderers
Yesterday
Fix pool cue viewmodel not spawning
Yesterday
- Manifest - Force mount the pool table mountable on use
Yesterday
Remove remaining game logic from pool table
Yesterday
- PoolGameController (all game logic: turns, win conditions etc) - Cleanup overal - Shooting logic (not connected yet) - Wire into PoolTable
Yesterday
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Yesterday
Merge from missionobjective_findentities_optim
Yesterday
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
Yesterday
Cleanup
Yesterday
Remove turn animations from AK, seems to break stuff even tho they aren't used
Yesterday
updated the building topology and added a collider for tree guards
Yesterday
Clean(tests): same for UpdateNetGroup Tests: ran unit tests
Yesterday
Updated models and prefabs of swimwear 1 and 2. fixed clipping issues.
Yesterday
Clean(tests): same for MovePlayer Tests: ran unit tests