125,327 Commits over 4,171 Days - 1.25cph!

6 Days Ago
Merge from deployable_cannon
6 Days Ago
Fix cannon not appearing
6 Days Ago
Updated modular boat prefabs with art components, gibs
6 Days Ago
merge from decor_lighting_dlc
6 Days Ago
merge from locked_cabinet
6 Days Ago
merge from decay_scale_ui_fix
6 Days Ago
merge from pilotpack_store_fix
6 Days Ago
merge from /serverbrowser_duplicating_results_fix
6 Days Ago
Better node/data type registry
6 Days Ago
Fixed pilot pack store tile redirecting to exhibit pack page
6 Days Ago
merge from throwable_eggs
6 Days Ago
merge from hackweek_food_viewmodels
6 Days Ago
init branch for merging
6 Days Ago
UI for multiple input meshes
6 Days Ago
Fixed clientside sounds not firing SWEP:FireAnimationEvent Fixed NPC.IsUnforgettable not returning anything Lightmapped_4WayBlend shader Throw an engine error when trying to request invalid shader param Feed correct MODULATION_COLOR data for 4 way blend shader
6 Days Ago
Casino modelling progress Organized casino interior objects
6 Days Ago
merge from ceiling_light_placement_fix
6 Days Ago
merge from wall_cabinet_storage_monitor_fix
6 Days Ago
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6 Days Ago
merge from modded_monumentmarker_fix
6 Days Ago
merge from tugboat_team_bag_labels_fix
6 Days Ago
merge from main
6 Days Ago
merge from store-updates-sept2025
6 Days Ago
Fix the server browser duplicating listing results
6 Days Ago
Added stats display row for Anti-vehicle damage, removed vehicle damage from main "Damage" stat
6 Days Ago
added translations
6 Days Ago
Bugfix: ensure entities are subscribed to switched-to group before we transition it's children to new group - This resolves an issue when moving around fast with an item in hands, and it suddenly gets re-equipped Caused by backup of player subscription queue, which can "desync" player - they'll move to a new group they're not yet subscribed to. Tests: flew around at 100-speed noclip and monitored subscription queue size. despite backup, it no longer re-equipped my gun
6 Days Ago
Bicycle bunnyhopping basics https://files.facepunch.com/jacob/1b0411b1/Unity_tJ9ExIRjAG.mp4 Bicycle can now bunnyhop every 3 seconds by pressing right mouse button. - Todo: use the bike's angle in the jump - Todo: require bike stamina to jump - Todo: not jump when waterlogged
6 Days Ago
Merge: from main
6 Days Ago
Clean: comments, spans and names Tests: none, trivial changes
6 Days Ago
Progress on cleaning up all current conversation/mission changes
6 Days Ago
Optim: UsePlayerUpdateJobs 2 - merge partially ordered chains of snapshots - This reduces allocations (since we create less tasks), and should help with parallelization (reducing task scheduling overhead), but requires preprocess cost Tests: on craggy with UsePlayerUpdateJbos 2, flew out of bounds and respawned(this causes 500+ entity snapshots to be sent) 10 times in a row - no exceptions, disconnects and all entities seemed to be present
6 Days Ago
fix status effect vitals HUD overlay sorting under heavy helmet
6 Days Ago
Set dressing work from supplies barge
6 Days Ago
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
6 Days Ago
remove debug tex output
6 Days Ago
lod baker multiple source meshes support
6 Days Ago
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
6 Days Ago
waterpipe reload animation update
6 Days Ago
updated charity plushie 01 lods
6 Days Ago
Replaced blockout containers on supplies barge with generic floating city treatment container. Added static shelves prefab variant.
6 Days Ago
Bugfix: fix a missing profile scope in FoliageGrid Tests: used the profiler in editor, no more errors
6 Days Ago
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
6 Days Ago
lr300 animation updates
7 Days Ago
Updated charity plushie meshes with LODs, and updated prefabs with new meshes
7 Days Ago
change sleeping player collider to x-axis capsule, to save on vertical space
7 Days Ago
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone. - Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone