147,400 Commits over 4,444 Days - 1.38cph!

30 Days Ago
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
30 Days Ago
Updated player corpse and temp ragdolls.
30 Days Ago
Merge from terrain_rrp_fix
30 Days Ago
Communal interior material fixes
30 Days Ago
Fix spectator mode using the wrong mounted rotation/position overrides
30 Days Ago
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
30 Days Ago
train_cinematic_improvements -> main
30 Days Ago
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30 Days Ago
Bunch of commands to control locomotives with console commands
30 Days Ago
Registered entities aren't allocating a new circuit until wired Don't tick circuit system while loading a save, so we only rebuild everything once all the io entities and wires are registered
30 Days Ago
Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime
30 Days Ago
Trees now support multiple prefabs instead of just one. This means multiple natural beehives🐝 https://files.facepunch.com/LukeD/2026/05/Unity_0ju1Wwl8WC.mp4 (I need this functionality for apple trees)
30 Days Ago
the big sync
30 Days Ago
untangled changes from erik's prefab and changes from this AM
30 Days Ago
Male A-E seeds shadow pass/eyelashes
30 Days Ago
move the walls corridor to the grid
30 Days Ago
added collision for the corridor
30 Days Ago
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default Button and counter evaluators
30 Days Ago
Added image pixels per unit multiplier (so modders can modify slice scaling)
30 Days Ago
Add train control to the timeline
30 Days Ago
Added UnityEngine.UI.Mask component support to CUI
30 Days Ago
Initial test
30 Days Ago
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
30 Days Ago
main -> game_room_dlc
30 Days Ago
Added baked config at register time Batteries are data based
30 Days Ago
Possible NRE fix
30 Days Ago
Pool table deployable
30 Days Ago
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
30 Days Ago
merge from mortar_prototype
30 Days Ago
Fix mortar animation handles not getting disposed of properly in demos
30 Days Ago
Splitter evaluator
30 Days Ago
blockout playground models from yesterday
30 Days Ago
some visual tweaks to bench_b
30 Days Ago
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
30 Days Ago
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
31 Days Ago
Full rebuild param handling from Jenkins end
31 Days Ago
Fixed charm picker not working when skins_access was set to 1
31 Days Ago
Merge from shot_dub_fixes
31 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
31 Days Ago
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
31 Days Ago
Fix hole Remove with swapback for transform instance data
31 Days Ago
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31 Days Ago
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31 Days Ago
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
31 Days Ago
Fixed wrong item id on ballistic vest
31 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
31 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
31 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
31 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
31 Days Ago
fix player_model changes stomped in merge