144,777 Commits over 4,413 Days - 1.37cph!

24 Minutes Ago
added missing scripts for placement guide
1 Hour Ago
Item Compacter item setup. mini deployable recycler for your base with very low output, for dumping crap you dont want instead of throwing it on the floor. Will give back very low amounts of wood, frags etc.
2 Hours Ago
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2 Hours Ago
L4D1 .nav files now successfully load
Today
Reduced the amount of flags OR AND and XOR switches are setting
Today
Reduced the amount of TryGetComponentRecord calls
Today
Extended smoke signals max height, making them visible from further away Added support for the cargo plane to drop different supply drops
Today
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
Today
Removed duplicate line
Today
Added ESPCanvas nameplate distance-based auto sizing https://files.facepunch.com/raul/1b1711b1/17_01-03-SpotlessCowbird.mp4
Today
Add comments
Today
Fix texture analyzer incorrectly flagging assets as having compression disabled that are NPOT + mipmaps that are part of texture atlases
Today
Small tweak
Today
Fix primitive servers logging an error when trying to spawn sharks in divesites since the divesite prefabs use empty prefabs to control shark spawn chances
Rin
Today
Finer scale Flip degree min/max https://files.facepunch.com/Rin/2026/05/hsxOAUTTY4.png
Rin
Yesterday
Tool crate loot pool. Double spawn Lake only spawns https://files.facepunch.com/Rin/2026/05/Unity_qRVXOzMqS6.mp4
Yesterday
Fixed incomplete &/or cancelled map downloads writing empty maps to disk, causing reconnecting to break Download the map as a temporary file in the same folder then rename it once complete Additional cleanup on map download failure / cancellation Before: https://files.facepunch.com/raul/1b1611b1/16_16-43-LateGallinule.mp4 After: https://files.facepunch.com/raul/1b1611b1/16_16-52-SwelteringDunnart.mp4
Yesterday
fix missing shader parameter used by post process effects
Yesterday
No allocations when running the flood fill when rebuilding circuits
Yesterday
Updated all SimpleLight prefabs to use the HasPower flag instead of On
Yesterday
Updated cinematic controller, fixed existed talking anims and added new sets (generic and host)
Yesterday
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
Yesterday
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
Yesterday
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
Yesterday
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
Yesterday
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
Yesterday
FPV drone UI WIP & related files.
Yesterday
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
Yesterday
Use Azure Artifact Signing
Yesterday
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Yesterday
Another consistency pass for resource files * Remove the word "Launcher" from launcher file descriptions - I thought task manager would show "Product Name" field, not "File description" field. * Make all resource files provide a single language ID (was previously US or UK english, sometimes German and Canadian English?) * Updated tool icon slightly * Add icons & version info to all compiled .exe files by our build system Build 64bit gmad/publish, add icons/version, fix some compile warnings Disable Steam Error Reporting as it is apparently EOL'd by Steam * Crash dumps are now generated by the game, not Steam * Moved crash dumps to crashes/ folder. Resolve 64bit tools not loading Build Hammer 64bit Fixed a bunch of Hammer 64bit runtime crashes
Yesterday
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Yesterday
merge from /main/hackweek_parented_ddraw
Yesterday
merge from /main/hackweek_parented_ddraw
Yesterday
merge from main
Yesterday
Server compile fix
2 Days Ago
Assigning the duration of a ddraw shape / text to -1 will now make them never expire, unless user / server runs ddraw.clear, ddraw.clearid or client reconnects
2 Days Ago
underwater post effect initial
2 Days Ago
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2 Days Ago
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2 Days Ago
Kamikaze FPV Drone - Added gibs
2 Days Ago
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command) https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
2 Days Ago
updated lr300 sprint pose to anim loop
2 Days Ago
bone knife deploy animation update
2 Days Ago
illuminated pressure pad; - Gibs added - fixed bug on pad stacking on itself
2 Days Ago
Update(tests): even more edge case unit tests - escaped double quotes - split escaped double quotes Tests: ran tests
2 Days Ago
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2 Days Ago
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