144,812 Commits over 4,413 Days - 1.37cph!

Just Now
merge from main
8 Minutes Ago
Merge from main
8 Minutes Ago
Merge from preserve_player
12 Minutes Ago
Network++
12 Minutes Ago
Reapplying wiretool_reconnect_fix
15 Minutes Ago
Merge from main
18 Minutes Ago
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
32 Minutes Ago
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3 Hours Ago
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
3 Hours Ago
Sphere tank scene is now playable
4 Hours Ago
Added a crude oil producer to dome
4 Hours Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
4 Hours Ago
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6 Hours Ago
Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
6 Hours Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
Remove dodgy null check
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
Today
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Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
Fix list clear NRE
Stop groundwatch killing the table as well
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
- Allow player to play against themselves - Temp patch for viewmodel issues
Today
IOCircuitSystem indentation fix
Today
Disable deatching children on the modding monument build block prefabs
Today
Fix "modding monument build blocked" prefab not scaling the red blocked visualization on custom maps - allow monument prefabs to opt-out of detaching their children (so it can work with "monuments" that can resize aka the modding building blocked prefabs)
Today
Merge from main
Today
initial setup on auto turret workshop skinnable
Today
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Today
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Today
Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
Today
Ceiling gold stars rotated textures to match placement guide
Today
Some fixes, refactoring and new evaluators. Cache consumption amount at register time so we don't rely on entities anymore Fixed signs registering themselves in circuits Started removing old IO code to IO entities code
Today
added missing scripts for placement guide
Today
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.
Today
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Today
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
Yesterday
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
Yesterday
Removed duplicate line
Yesterday
Added ESPCanvas nameplate distance-based auto sizing https://files.facepunch.com/raul/1b1711b1/17_01-03-SpotlessCowbird.mp4
Yesterday
Add comments
Yesterday
Fix texture analyzer incorrectly flagging assets as having compression disabled that are NPOT + mipmaps that are part of texture atlases
Yesterday
Small tweak
Yesterday
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
Yesterday
Finer scale Flip degree min/max https://files.facepunch.com/Rin/2026/05/hsxOAUTTY4.png