161,984 Commits over 4,597 Days - 1.47cph!

Yesterday
Play door open end sound when the leaf stops
Yesterday
Only stop doors that opt in
Yesterday
Resave door prefabs
Yesterday
V2 progress *Moved crosshair settings to its own tab Color palette picker for more colors Moved hit marker to shader, added hit marker customization (scale, color, headshot color, outline) More new options, v2 crosshair codes (101 bits currently), old codes get converted properly
Yesterday
Fix settings dropdowns re-opening when closing them (existing issue)
Yesterday
Fix all of our tooltips appearing at an offset depending on FPS (existing issue)
Yesterday
- Add very important feature - The feature is very important - Remove the very important feature - It turns out it wasn't as important - This is a test - Sorry
Yesterday
Can play and tweak UI animations in the panel viewer editor window
Yesterday
Pie menu converted to panels
Yesterday
Added functionality to customise nock colour. Added view model version of arrow skins, they keep their customisation too
Yesterday
Merge origin/main into Hackweek_40mm_Grenade_Types
Yesterday
Fix conveyors not resuming their scan when transferring items over multiple ticks
Yesterday
Speed up conveyor ticks when outputs are almost full
Yesterday
Add benchmarks for worst case of old code
Yesterday
Add conveyor tests
Yesterday
Rewrite conveyor system to transfer a set amount of items per tick instead of scaling with number of attached storage
Yesterday
Set furnace & refineries to industrial splitting mode
Yesterday
Resave furnace and refinery prefabs
Yesterday
Allow storage entities to act as splitters or passthrough for industrial
Yesterday
Add door open clipping tests
Yesterday
Stop door open animation before it clips with building blocks
Yesterday
Add effects to the sandbox panel in demoui2 * https://files.facepunch.com/adam-k/fx_tab.mp4
Yesterday
Show seamless neighbor islands as terrain HLODs
Yesterday
Add terrain HLOD
Yesterday
Fix seamless players losing third person after crossing to another server
Yesterday
Fix arriving seamless players being left behind their boat
Yesterday
Fix arriving seamless players going to sleep and boats sinking
Yesterday
Let players off a vehicle cross between seamless servers
Yesterday
Fix seamless client taking entities from the wrong server
Yesterday
Fix empty seamless neighbor views and duplicated vehicles on slow transfers
Yesterday
Reopen seamless neighbor connections that drop
Yesterday
Add seamless nexus client neighbor connections and server switching
Yesterday
Add seamless nexus server links, neighbor views and vehicle transfers
Yesterday
Give each seamless server its own entity, item and group ID range
Yesterday
Widen network group IDs to 64 bits
Yesterday
Return correct AABB when entity has no physics Probably fixed a decal crash with some high poly models Delete some unused .dll files video_services related files, msvcr71.dll, libsasl.dll Move hl2.sh to gmod_run.sh (hl2.sh still exists as fallback)
Yesterday
Upgraded FPBuild version for all pipelines
Yesterday
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Yesterday
https://files.facepunch.com/jacob/2026/November/09_11_20-43-SturdyGecko.mp4 - added Minicopter Wrecks that spawn at monuments (2 per map, spawning not set up yet) that can be repaired for 10 gears, 400 metal fragments, 40 HQM and 1 random tier 2 modular car part
Yesterday
Added `BoatDockTrigger` to all 3 fishing village variants so vehicles parked in the vendor water docks don't get stuck at the edges, unable to be mounted. Vehicles are now gently dragged to the centre away from the walls.
Yesterday
Rust XCOM: regenerated armoury hold setup, game road mesh, trail and scenes
Yesterday
Rust XCOM: raiders stand and fight while the squad comes out, and keep running once they've robbed
Yesterday
Rust XCOM: neutral callout for misses at the base
Yesterday
Rust XCOM: weapons held like the game (hand bone, hold anims, spine aim), walking chickens, game asphalt road, bandits raiding the base
Yesterday
When building default navmesh ignore colliders belonging to independant navmeshes
Yesterday
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Yesterday
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Yesterday
Queue UniTask's pooled .NET work items on .NET Core 3.1 or later
Yesterday
Cargo ship refresh: loot in the interior is now all locked inside the shipping containers. Break them open with explosive/melee to get loot inside. 7 Containers total, loot split amongst them. One container is empty, and one is unlocked containing the brown crates.
Yesterday
Rust XCOM: regenerated armoury looks, doors, ladder hatch, chicken, road and scenes