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155,208 Commits over 4,536 Days - 1.43cph!

2 Months Ago
Fixed hitboxes on cow
2 Months Ago
Merge from main
2 Months Ago
Merge from powergrid
2 Months Ago
pool table sounds first pass
2 Months Ago
Merge from redirect_crafting_fix
2 Months Ago
dart board sounds first pass
2 Months Ago
Rock sculpture impact fx & related files.
2 Months Ago
Fixed item crafting not accepting redirect skins as ingredients Fixes not being able to craft a stone spear with a NY wooden spear
2 Months Ago
Fixed those gas station fixtures.
2 Months Ago
Steeper satellite crash terrain overlay, for better hill support.
2 Months Ago
Merge from CompassShieldViewmodel
2 Months Ago
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2 Months Ago
Jukebox particle fx now plays in time with music
2 Months Ago
Jukebox cast lighting
2 Months Ago
Commit progress New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo Seems to work, need to migrate data from existing prefabs to new serialized fields
2 Months Ago
add visible water to tank, material of water can be blended
2 Months Ago
crashed satellite LODs
2 Months Ago
Update: reimplement pool internals on top of LPRQ Based on paper by Raed Romanov & Nikita Koval: https://dl.acm.org/doi/epdf/10.1145/3572848.3577485 Shows same or a bit better times than FuzzyPool, but periodically has a very spiky test (from 2ms to 40ms). Also needs further tweaking and documenting Tests: ran unit & perf tests
2 Months Ago
Fix roadside procedural car wrecks and telephone poles occasionally spawning too close to rail tracks, blocking trains from passing
2 Months Ago
fix "" invokes add convars for testing airfield terminals, forces charge to full - airfieldairdropterminal.force_charge - airfieldcallchinookterminal.force_charge
2 Months Ago
Setup row hover, invert colours. Satellite list screen finished.
2 Months Ago
click fix
2 Months Ago
entry finished-ish
2 Months Ago
entry
2 Months Ago
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2 Months Ago
gas station car crusher harsher collision placement fix crusher not fully gibbing cars fix lift being damageable
2 Months Ago
merge from water_treatment_plant_maintainables
2 Months Ago
forgot meta apparently
2 Months Ago
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
2 Months Ago
More
2 Months Ago
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
2 Months Ago
jukebox - speaker fx shows when isPowered and in the ON state - added lods - updated prefab
2 Months Ago
merge from PlayerMaintainedMonuments
2 Months Ago
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
2 Months Ago
wip list entries
2 Months Ago
merge from sharkmovement_sound_fix
2 Months Ago
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
2 Months Ago
merge from hackweek_parented_ddraw
2 Months Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
2 Months Ago
Fix stack overflow and alloc in navmesh load / save
2 Months Ago
Merge from rustplus_camera_fixes
2 Months Ago
more
2 Months Ago
Added sounds for the gas pump
2 Months Ago
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
2 Months Ago
Move scanlines to base
2 Months Ago
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
2 Months Ago
Scaling
2 Months Ago
Common/bg wip setup
2 Months Ago
Soundwaves Nixed fresnel from the emissive for aliasing purposes.
2 Months Ago
Delete unused details panel