144,753 Commits over 4,413 Days - 1.37cph!

4 Days Ago
Remaining male heads, shadow pass/eyelashes/head shapes
4 Days Ago
edited 3p crouch idle anim
4 Days Ago
AND OR XOR flags fixes
4 Days Ago
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
4 Days Ago
Updated player corpse and temp ragdolls.
4 Days Ago
Merge from terrain_rrp_fix
4 Days Ago
Communal interior material fixes
4 Days Ago
Fix spectator mode using the wrong mounted rotation/position overrides
4 Days Ago
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
4 Days Ago
train_cinematic_improvements -> main
4 Days Ago
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4 Days Ago
Bunch of commands to control locomotives with console commands
4 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
4 Days Ago
Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime
4 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)
4 Days Ago
the big sync
4 Days Ago
untangled changes from erik's prefab and changes from this AM
4 Days Ago
Male A-E seeds shadow pass/eyelashes
4 Days Ago
move the walls corridor to the grid
4 Days Ago
added collision for the corridor
4 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
4 Days Ago
Added image pixels per unit multiplier (so modders can modify slice scaling)
4 Days Ago
Add train control to the timeline
4 Days Ago
Added UnityEngine.UI.Mask component support to CUI
4 Days Ago
Initial test
4 Days Ago
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
4 Days Ago
main -> game_room_dlc
4 Days Ago
Added baked config at register time Batteries are data based
4 Days Ago
Possible NRE fix
4 Days Ago
Pool table deployable
4 Days Ago
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
4 Days Ago
merge from mortar_prototype
4 Days Ago
Fix mortar animation handles not getting disposed of properly in demos
4 Days Ago
Splitter evaluator
4 Days Ago
blockout playground models from yesterday
4 Days Ago
some visual tweaks to bench_b
4 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
4 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
4 Days Ago
Full rebuild param handling from Jenkins end
4 Days Ago
Fixed charm picker not working when skins_access was set to 1
4 Days Ago
Merge from shot_dub_fixes
4 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
4 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
4 Days Ago
Fix hole Remove with swapback for transform instance data
4 Days Ago
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4 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
4 Days Ago
Fixed wrong item id on ballistic vest
4 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
4 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