53 Commits over 488 Days - 0.00cph!
Added TOAST explaining that a handbrake now exists in modular cars
Will play a max total of 5 times whenever a player mounts the drivers seat
Merge from modular_car_handling_improvements
Adjusted steeringwheel lerp
Adjsuted a couple of other steering values to match
Stopped struggling multiplier applying when a car has a handbrake applied
Megre from attackheli_armour_damge
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Merge from modular_car_handling_improvements
Fixed burnout smoke playing when it shouldnt
Adjusted armour fall off
- 80% Left
- 70% Right
- 60% Front
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Merge from modular_car_handling_improvements
First lot of feedback applied
- Decreased body roll
- Stopped cars from spinning out, can now handle drifting at higher speeds (cant have both atm)
- Smoothed out steering again, was aggressive on roads
Added "Keep on target" text to homing launcher UI
- Reduced the lock on timer by 30%
https://files.facepunch.com/el-hog/2026/August/25_09-32-WorthlessDanishswedishfarmdog.mp4
More suspension/steering/grip tweaks from testing, can be further tweaked after feedback
Removed the burnout/launch attempt, wasn't working right
Fixed engine revs to use front wheel speed instead of rear (AWD so no difference)
Rear wheels now visually lock during a handbrake instead spinning
Changed beancan max stacksize from 5 > 4
Tweaked steering values to make steering feel more responsive (hopefully better with some ping as well)
Added first itteration of a drift function, currently uses ctrl to lock the rear wheels
https://files.facepunch.com/el-hog/2026/August/23_13-18-PettyDingo.mp4
Reduced stack size for:
- F1s 5 > 3
- Bee nades 5 > 3
- Flashbangs 5 >3
- Molotovs 5 > 3
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added Satellite.static.entity
- Center airfields power level display
- Removed 1 light from the entry door as it only needs 3 to open
- ran s2p
Re-removed powerplants green room recyclers
Adjusted red recyclers position
Ran s2p for powerplent
Fixed broken LOD on red recycler power indicator
- Improved red recycler activation feedback
- Ran S2P
Merge from gas_station_maintainables
Reskinned the garage door
Increased stack size 10 > 20
Adjust deploy guide of wanted poster 1 again
Fixed typo in description
Adjusted deploy guide scale for Wanted Posters 1, 2, and 3 to match their deployed size
Improved placement of industrial torch on weapon racks
Extended smoke signals max height, making them visible from further away
Added support for the cargo plane to drop different supply drops
"Converted" supply drop selection to the radial menu.
Replaced smoke signal colours for all variations:
Default = Blue
Green = Medical / Food
Orange = Resources / Building Supplies
Yellow = Weapons / Ammo / Tools
Supply drops have been set up to accept different variations of their own loot pool, loot tables still to be added.
https://files.facepunch.com/hog/1b1511b1/Unity_dSXb7JlnYE.mp4
Revert added inventory UI, going to shift airdrop selection to radial menu instead.
Added basic UI to supply signal, allowing selection between Default, Resources, Weapons and Med/Food drop types.
Allowed binoculars to be placed on weapon racks
Adjusted mortar guidemesh to face the correct way
Adjusted I/O back to where it was previously before downscaling
Allow Chinese lanterns to be placed on rock ceilings
Added deployed sfx when placing a windturbine
Fixed drone deploy guide to face the correct way when clear to place.
Recommitting name changes to minigolf deployables
Forgot to commit code changes to deployables
- Update minigolf deploy guides to face the correct way when deploying
- Update minigolf files
- Updated minigolf deployable names
- Added rendered Icons for mini golf deployables
Added mini golf course sections as deployables.
Added simple player course blocks for mini golf
Removed inactive couch from ghostship, it was getting the way of the locked crate spawn.
Adjusted orange deploy guide to not be so bright
Added ground watch to ceiling light and Chandelier
Allow placement of ceilling lights on rocks
Changed wood teas slurp SFX to match other teas