144,576 Commits over 4,413 Days - 1.37cph!
- Add walls to the pool physics simulation
Added apple.tree prefab and scriptable blueprint for spawning.
Added 3 apple spawns to oak_d.
Added 3 natural beehie spawns to oak_b.
resubmitting the honey bandage label + icon name got removed somehow.
- Shared client+server physics tick rate (for now)
- 15 ball triangle rack setup
- Cue ball setup
- Properly map ian physics engine -> world space
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
- Setup pool table deploy prefab
- Further tweaks/cleanup to .deployed
Add seagull assets + some test scripts
Pool table linking:
- Client + server run physics
- Server sends snapshots to the client (position, rotation, velocity)
- Client updates running simulation to match the sent server update
- Run it through save/load right now
Addressing Rust Relay packet de-duping
Added UnityEngine.UI.CanvasGroup component support to CUI
Remaining male heads, shadow pass/eyelashes/head shapes
edited 3p crouch idle anim
Add support for drawing sphere and capsule colliders to debug.drawcolliders
https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
Updated player corpse and temp ragdolls.
Merge from terrain_rrp_fix
Communal interior material fixes
Fix spectator mode using the wrong mounted rotation/position overrides
Include TerrainHoleRenderer in TerrainMeta components
Editor only GetBounds function for AddToAlphaMap
Improve AlphaScanner to find alpha effecting components
train_cinematic_improvements -> main
Bunch of commands to control locomotives with console commands
Registered entities aren't allocating a new circuit until wired
Don't tick circuit system while loading a save, so we only rebuild everything once all the io entities and wires are registered
Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime
Trees now support multiple prefabs instead of just one. This means multiple natural beehives🐝
https://files.facepunch.com/LukeD/2026/05/Unity_0ju1Wwl8WC.mp4
(I need this functionality for apple trees)
untangled changes from erik's prefab and changes from this AM
Male A-E seeds shadow pass/eyelashes
move the walls corridor to the grid
added collision for the corridor
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default
Button and counter evaluators
Added image pixels per unit multiplier (so modders can modify slice scaling)
Add train control to the timeline
Added UnityEngine.UI.Mask component support to CUI
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
Added baked config at register time
Batteries are data based
Honey bandage:
- Increased stack size from 3 -> 5.
- Added 6 healing over time.
merge from mortar_prototype
Fix mortar animation handles not getting disposed of properly in demos
blockout playground models from yesterday
some visual tweaks to bench_b
adding more decorative benches to replace the large bulky one
replaced the old one with new ones in scene
also plugged some doorways in the apartment_b prefabs
Added downloading from URL, supports mp3/wav/ogg, update clip time
Ability to change audio clips on the fly, added clip download request and caching, error handling
Clear all audio clips out of memory &/or pending requests on disconnect
Full rebuild param handling from Jenkins end