162,275 Commits over 4,597 Days - 1.47cph!

41 Minutes Ago
Fixed some shadow artifacts near contact points
41 Minutes Ago
Initial Moment Shadow Maps implementation
45 Minutes Ago
Draw particles as clumps of a possible 4 * https://files.facepunch.com/dayaan/2026/November/LeavesWind.mp4 * https://files.facepunch.com/dayaan/2026/November/Leaves_Test.mp4
45 Minutes Ago
Drop particles from tree canopies
45 Minutes Ago
Skip spawning particles under static displacers
45 Minutes Ago
Add displacement bursts for explosions and impacts
45 Minutes Ago
Add particle types
45 Minutes Ago
Add screen depth collision for particles
45 Minutes Ago
Add placement rules for particles
45 Minutes Ago
Use foliage shader lighting for particles
45 Minutes Ago
Respawn drifted particles
45 Minutes Ago
Add ground litter wind and displacement
45 Minutes Ago
Add ground litter particles
45 Minutes Ago
Extract terrain compute inputs from FoliageGrid
1 Hour Ago
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1 Hour Ago
Moved the code lock and main menu panels scripts next to their screens
1 Hour Ago
Fixed missing pie menu animations
3 Hours Ago
Give the hub its own markers, no map and no death screen on arriving
3 Hours Ago
Upload custom client debug builds from their own folders
3 Hours Ago
Reduced gun wear from base of 1 (player weapon wear) down to 0.75 * Added second HP bar displaying the condition of the weapon and added an ammo counter to the turret. Needs a hammer and building auth to see the stats, no longer needing to turn the turret off to check out how much ammo is in it. * https://files.facepunch.com/el-hog/2026/November/13_16-15-ZestyPilchard.mp4
5 Hours Ago
Flash strength, length, deafness and name tag visibility are set per zone: inner 2m, mid 6m, outer 10m * Looking away no longer helps in the 2m zone, it still reduces the 6m and 10m zones * Name tags vanish on the bang and fade back in over time, 2m zone being the longest, 6m zone being short and the 10m zone not being affected * Deafness lasts longer on the 2m and 6m zones * Being heavly flashed now also muffles sound the way the heavy plate helmet does * Values are WIP, effect should be longer, probably * https://files.facepunch.com/el-hog/2026/November/13_15-06-ValidQueenbee.mp4
5 Hours Ago
Full damage within 1.75m, falling off to none at 3.75m (was 2m / 6m) * Shrapnel adds 30 bleeding within 2m, fading to none at 8m * Shrapnel bleed needs LOS * Explosion effect now throws visible shrapnel streaks that stop on impact * Values are very WIP * https://files.facepunch.com/el-hog/2026/November/13_15-03-OddAnteater.mp4
Today
Prototype of storing demos for every player encrypted and locking down playback
Today
Use low freq noise snow height and apply static displacers * https://files.facepunch.com/dayaan/2026/November/SnowDisp_Test.mp4
Today
Terrain vertices outside the snow patch skip the snow sampling
Today
Snow patch mesh replaces the fine terrain rings, stamps get ragged edges
Today
Tweak snow displacement params
Today
snow surface gets rolling lumps, and tracks push up berms beside them
Today
Terrain geometry snow displacement
Today
players, NPCs and vehicle wheels now leave tracks in terrain snow near the camera
Today
Fixed no 3rd person sfx when a player revives another player with a syringe
Today
Fixed flamethrower fire not working in first person
Today
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Today
Use separate water displacement target to foliage displacement pass for sharper waves
Today
Displace the ocean surface with ripple heights
Today
Add water waves profiling and tidy-ups
Today
Add GPU water ripples driven by foliage displacement
Today
Added support for AAC and mpd audio streams
Today
A bunch of reliability fixes to the radio streaming system * Streams should now be framerate independent (fixes distortion when a client is alt-tabbed and switches to a low framerate) Better handling for dropped connections, retry the stream connection Fixed some ordering issues A couple of tests in prep for future refactor
Today
Put hackweek_project_outpost on Aux3 again
Today
Dress the hub, keep players to its yard and deploy from the manhole
Today
Put extraction balloons clear of trees, and stop them crushing raiders
Today
Count the safe pocket as carried, and clear the map after a raid
Today
updated hawk model with lods, tweaked flock parameters and added a hawk interest zone for cliffs
Today
added preliminary hawk sounds and set the assets up
Today
set up prefab and flock asset.
Today
added hawk model, material, textures
Today
Open prefetched loot with the same path as normal loot
Today
Prefetch furnaces & corpses too
Today
Try rendering weapon icons with their attachments showing