130,536 Commits over 4,232 Days - 1.29cph!

59 Days Ago
door.hinged.mboat models, item def, prefab
59 Days Ago
Fix all boat building block localizations
59 Days Ago
Add and setup low cannon wall. Added to boat planner.
59 Days Ago
Add ConcurrentBoolArray as a simpler (but more wasteful) form of ConcurrentBitArray to get things going quicker. Add a function to find contiguous regions of values efficiently.
59 Days Ago
floating city generic container 2
59 Days Ago
Fixed the rendering of the underwater lab windows
59 Days Ago
Move error log to where it actually is an error
59 Days Ago
broke up PlayerBoat monolith file
59 Days Ago
comitting to non-controlled sails and torque rudder control scheme for now
59 Days Ago
Merge from deployable_cannon
59 Days Ago
Fix cannon not appearing
60 Days Ago
Updated modular boat prefabs with art components, gibs
60 Days Ago
merge from decor_lighting_dlc
60 Days Ago
merge from locked_cabinet
60 Days Ago
merge from decay_scale_ui_fix
60 Days Ago
merge from pilotpack_store_fix
60 Days Ago
merge from /serverbrowser_duplicating_results_fix
60 Days Ago
Better node/data type registry
2 Months Ago
Fixed pilot pack store tile redirecting to exhibit pack page
2 Months Ago
merge from throwable_eggs
2 Months Ago
merge from hackweek_food_viewmodels
2 Months Ago
init branch for merging
2 Months Ago
UI for multiple input meshes
2 Months 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
2 Months Ago
Casino modelling progress Organized casino interior objects
2 Months Ago
merge from ceiling_light_placement_fix
2 Months Ago
merge from wall_cabinet_storage_monitor_fix
2 Months Ago
█▆▉▉▅ ▆▄▅▇ ▄▉▅▄▉▊▋▌_▍▉▉▄▊▅█▍▅_▋▍▊▊▅▆
2 Months Ago
merge from modded_monumentmarker_fix
2 Months Ago
merge from tugboat_team_bag_labels_fix
2 Months Ago
merge from main
2 Months Ago
merge from store-updates-sept2025
2 Months Ago
Fix the server browser duplicating listing results
2 Months Ago
Added stats display row for Anti-vehicle damage, removed vehicle damage from main "Damage" stat
2 Months Ago
added translations
2 Months 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
2 Months 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
2 Months Ago
Merge: from main
2 Months Ago
Clean: comments, spans and names Tests: none, trivial changes
2 Months Ago
Progress on cleaning up all current conversation/mission changes
2 Months 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
2 Months Ago
fix status effect vitals HUD overlay sorting under heavy helmet
2 Months Ago
Set dressing work from supplies barge
2 Months 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
2 Months Ago
remove debug tex output
2 Months Ago
lod baker multiple source meshes support
2 Months Ago
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt