142,303 Commits over 4,536 Days - 1.31cph!

11 Days Ago
merge from main -> editor_save_toolbar
11 Days Ago
Refactored PlaceDecorRoadside to use Dithering and retry placement of pipes a configurable amount of times to get past the terrain checks blocking >80% of spawns - Dithering only moves away from roads, to make sure it doesnt re-try with one directly in the path Also fix PlaceWaterTreamentPipes to not use unnecessary statics
11 Days Ago
Fixed cubemap not working for viewmodels in the skin viewer unless you connected to a server
11 Days Ago
merge from qol_compost_ui -> main
11 Days Ago
Codegen
11 Days Ago
Optim: consolidate bundle un-/sub to store opening closing - force reload the active tab when opening store page Lets us unload resources while being ingame. Saves us 380MB in textures Tests: both backends in editor, took snapshots in standalone client. Noticed reopening shop now has borked images in standalone >.>
11 Days Ago
merge from main -> qol_compost_ui
11 Days Ago
added more calf texture and material variants and an extra cow variant.
12 Days Ago
Bugfix: make sure grids of general store tab get notified about closure Avoids growing asset bundle ref count Tests: navigated through abunch of menus, no errors
12 Days Ago
Updating izi world model rig
12 Days Ago
revert anchors to softer checks, too many was preventing them from spawning works is carried by the terrain heigh raisers to try to fill terrain under the skirt in the prefab
12 Days Ago
Swap live background over to a small apartment Setup custom lighting for icon rendering
12 Days Ago
Use a live background in the character creator Streamline everything into a single CharacterStage prefab Cleanup old crappy static shot renderer
12 Days Ago
merge from paint_f1menu_fixes
12 Days Ago
optimised binbag pile - 41 renderers down to 1. There are 14 of these around the apartment complex alone. it was a pile of 34 nested binbag prefabs plus 6 ground_junk, each carrying its own mesh lod and renderer batch, sat under a parent that had its own mesh lod on top. all 41 drew at once at close range draw calls 41 > 1, mesh lod components 41 > 1 rendererlod, gameobjects 41 > 3 collision 34 mesh colliders -> 1 i dont t
12 Days Ago
Update: convert icons on DLC tab to be dynamic refs - updated StoreBundleTool to auto-update stale properties after bundle assignment - ran dyn ref bundle assign - also made CoverImage only do non-unity-null check as it was misfiring Tests: navigated through in editor both in db and bundle backends, tried standalone
12 Days Ago
Merge from hab_armour_damage
12 Days Ago
HAB armour returns parent hotairballoon health.
12 Days Ago
Fixed paintable dialog interactions executing (drawing, zooming, panning, orbiting) when the F1 menu is open Fixed brush preview hiding the cursor while the F1 menu is open when hovering the cursor over the paintable area Applied the fix to paintings / canvases, pumpkin, sculpture and neon dialogs Before: https://files.facepunch.com/raul/2026/August/27_16-56-RingedLimpkin.mp4 After: https://files.facepunch.com/raul/2026/August/27_16-57-LawngreenSunbittern.mp4
12 Days Ago
Bit more decal work on boiler room decals
12 Days Ago
merge from main
12 Days Ago
Attempting to fix pipe access point procgen spawning by generating an outter and inner terrain anchor ring to look for 'flat' terrain underneath the prefab, s2c
12 Days Ago
Tooltip pass
12 Days Ago
fix override in last change
12 Days Ago
Added 50x50cm pipe corner variant to Pipe Kit B. UV'd wires in boiler room + Decal polish.
12 Days Ago
Set translation strings
12 Days Ago
Move gamepad options to their new section in the left bar now that there's a bunch.
12 Days Ago
reduce network range of critters
12 Days Ago
Implement gamepad cursor acceleration and options
12 Days Ago
merge from ocean_sim_waterlevel_trace_fix
12 Days Ago
Added the missing channel mixer post process effect to the nvg RRP volume asset
12 Days Ago
Boat building station deployment works with env.oceanlevel != 0 Allowed setting env.oceanlevel to negative values, whats the worst that could happen...
12 Days Ago
merge from glass_ar
12 Days Ago
Crystal AR - renamed entities for consistency with other AR's, fixed missing starting ammo
12 Days Ago
Reduce gamepad cursor speed significantly when moving a UI slider. Implement value snapping for UI sliders when using gamepad cursor. Left trigger also stacks with this to further reduce move speed for precise UI slider control.
12 Days Ago
merge from main
12 Days Ago
Holding left trigger reduces gamepad cursor speed. Exposed cursor speed and left-trigger-held cursor speed values as convars. Add options to UI Add left trigger to menu VDF config file.
12 Days Ago
merge from midi_warmup
12 Days Ago
remove debug logging
12 Days Ago
Embed prediction code in GrenadeWeapon and ThrownWeapon - spawn an instance of PredictedThrowGhost instead Cleanup previous single component setup
12 Days Ago
Missing files Turn off prediction for firecrackers and survery charges
12 Days Ago
main -> character_customisation
12 Days Ago
Fixed unpowered water pump acting as a gravity source
12 Days Ago
optimised wooden storage box - LOD0 now under the batching vertex cap with no changes to skins LOD0 999 verts, was 1,391 so it never batched inside 10m the whole chain LOD0-3 now batches, around 30 to a draw call per band
12 Days Ago
Added the missing night light renderer feature to the DefaultRustRenderer asset
12 Days Ago
merge from glass_ar
12 Days Ago
merge from main
12 Days Ago
Crystal AR - updated item names & descriptions, tweaked sapphire material
12 Days Ago
Fixed the ambient lighting on view model objects being incorrect when looking at the sun
12 Days Ago
Bugfix: fix loading prefabs from asset bundles via nested components Tests: booted in bundle editor, was able to click on shop UI