157,770 Commits over 4,566 Days - 1.44cph!

2 Days Ago
Ensure background thread errors get sent to sentry - we fixed them being silently dropped last month, this month we collect them
2 Days Ago
Fixed netgraph being scaled and shifted offscreen https://files.facepunch.com/raul/2026/September/29_01-00-FavorableSheldrake.jpg
2 Days Ago
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2 Days Ago
Prevent teammates from using the break-in option to break into their teammate's room
2 Days Ago
merge from render_pipeline_testing (water fixes)
2 Days Ago
Fix teammates not being able to let themselves out of doors when inside them - caused by apartment rooms losing their reference to the front door after the restart - while the owner could still go in and out, the "anyone can let themselves out" wouldn't work - would only happen if the server restarted after you purchased a room
2 Days Ago
fix stutter in underwater color grading transition
2 Days Ago
update to pillbox collision more detailed collsiion for sandbag barricade - but it still defaults to convex
2 Days Ago
keep rendering water in underwater labs since the moonpool is there
2 Days Ago
merge from critter_animals
2 Days Ago
add transition from startle->flee state for when critters get hurt while they are currently startled
2 Days Ago
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2 Days Ago
merge from fix_elevator_snapshot_nre -> main
2 Days Ago
Fix destroyed elevator floor causing NRE in ElevatorStatic.Save()
2 Days Ago
Moved radtown loot crate even further away from the window to prevent cheating
2 Days Ago
Moved loot crate in trainyard powergrid loot room and blocked off windows and railings with plywood and collider blockers
2 Days Ago
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2 Days Ago
merge from fix_crash_uploader_release -> main
2 Days Ago
Fix crashes from previous updates being uploaded despite not having the sentry tags written - don't upload old crashes (if we made it past bootstrap but didn't write a crash marker) - still upload crashes that never made it to bootstrap (since this is before crash marker could be written) - tag crashes that didn't make it to bootstrap as "bootstrap crashes" so we can see what crashes happened really early - if we find a bunch of crashes happening before bootstrap we will find a way to include the actual changeset (since we don't read changeset until we get to bootstrap)
2 Days Ago
fix mortar desync when reconnecting/entering network range
2 Days Ago
Harbor 1 reenabled HLOD
2 Days Ago
Boarded up gaps that you could shoot through into the loot room in Harbor 1
2 Days Ago
Boarded up all windows that allowed for looking into and shooting into the loot room in Harbor 2
2 Days Ago
sheep sound volume tweaks
2 Days Ago
switch biofuel generator sound classes so its active loops are occluded
2 Days Ago
remake model renaming
2 Days Ago
Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
2 Days Ago
updates to 3p setup following merge from main Removed the SprintController from the entity - with the hold type gone its guard never passes, sprint pose stayed at 1 on the right arm and hid everything the anim subsystem was doing. Added an Aiming bool plus IdleAim/AttackAim on the 3p_nailgun_aim clips that were sitting unused in the FBX, one handed to match the rest of the weapon, and pointed the subsystem's AimingParameter at it.
2 Days Ago
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2 Days Ago
Update: PoolAnalyzer now stop from assigning PooledList to List fields in ProtoBufs - fixed errors found in our code - release bin from 9bf2cc09 This causes recycling back to wrong pool(List) once protobuf is done with the object Tests: unit tests + editor compiles
2 Days Ago
2 more attributes
2 Days Ago
2 Days Ago
Fix attempting to transfer water sources between rooms (sinks)
2 Days Ago
remove dolly preview
2 Days Ago
Moved things into standalone prefabs.
2 Days Ago
add step height to crabs so they dont glitch up cliffs and things add another batched raycast to the crabs for obstacle avoidance so they dont glitch into walls add crabs/jellyfish swarm scripts to budgeted queue fix crabs glitchy leg speeds (i think) replace jellyfish water checks with a batched version
2 Days Ago
Halloween Wallpapers - texture update
2 Days Ago
If fake steam ids are off when using the multiplayer unity editor display a popup telling us that it needs to be enabled
2 Days Ago
merge from Plague_Hazmat
2 Days Ago
- re-added settings for viewmodel prefab
2 Days Ago
Stripping viewmodel arms from v rig export
2 Days Ago
merge from sv_console_terminal_fix
2 Days Ago
Make livestock match the player speed when being led, avoid annoying lead breaks / having to wait for them all the time
2 Days Ago
Fix floating animals, improve idle performance
2 Days Ago
Sheepwool settings adjusted to minimise LOD popping. and changed sheepfur lod shader type and settings to help minimise LOD popping
2 Days Ago
Reduced the number of shadow map samples during the blocker search and added an early out for fragments with no blockers to avoid the PCF loop
2 Days Ago
Added destroy sounds to sandbag barricades
2 Days Ago
merge from main
2 Days Ago
merge from biofuel branch with stirring idle anim update
2 Days Ago
Added some open fence gates to ranch and large barn so you can get to and from the vendor better