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153,545 Commits over 4,536 Days - 1.41cph!

4 Months Ago
Small tweak
4 Months Ago
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
4 Months Ago
Finer scale Flip degree min/max https://files.facepunch.com/Rin/2026/05/hsxOAUTTY4.png
Rin
4 Months Ago
Tool crate loot pool. Double spawn Lake only spawns https://files.facepunch.com/Rin/2026/05/Unity_qRVXOzMqS6.mp4
4 Months Ago
Fixed incomplete &/or cancelled map downloads writing empty maps to disk, causing reconnecting to break Download the map as a temporary file in the same folder then rename it once complete Additional cleanup on map download failure / cancellation Before: https://files.facepunch.com/raul/1b1611b1/16_16-43-LateGallinule.mp4 After: https://files.facepunch.com/raul/1b1611b1/16_16-52-SwelteringDunnart.mp4
4 Months Ago
fix missing shader parameter used by post process effects
4 Months Ago
No allocations when running the flood fill when rebuilding circuits
4 Months Ago
Updated all SimpleLight prefabs to use the HasPower flag instead of On
4 Months Ago
Updated cinematic controller, fixed existed talking anims and added new sets (generic and host)
4 Months Ago
Simple light don't switch the ON flag anymore, we can just use HasPower and save a setflag when turning a light on/off (they're batched but that saves some overhead)
4 Months Ago
Added a max flag flip per tick per circuit budget too (too many flag changes can stall the client)
4 Months Ago
Circuit budgeting: all circuits share a 0.25ms budget per frame to evaluate. When the budget is depleted mid circuit, we save where we stopped and continue later. The starting circuit is never the same so a single circuit can't eat the whole budget and clog everything Also moved the drain pass to the 1hz battery tick, it doesnt have to run on every tick
4 Months Ago
Optimised the evaluation pass. we now starts from the dirty components specifically instead of evaluating the entire circuit from start to finish When evaluating, if a component output didnt change, we stop there
4 Months Ago
added hanging ivy (hedera helix variegata) models, materials, textures. created 3 decor plant variants
4 Months Ago
FPV drone UI WIP & related files.
4 Months Ago
switch out batched packet send storage for HashSet to avoid multiple sends from an entity within a circuit tick
4 Months Ago
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4 Months Ago
merge from /main/hackweek_parented_ddraw
4 Months Ago
merge from /main/hackweek_parented_ddraw
4 Months Ago
merge from main
4 Months Ago
Server compile fix
4 Months Ago
Assigning the duration of a ddraw shape / text to -1 will now make them never expire, unless user / server runs ddraw.clear, ddraw.clearid or client reconnects
4 Months Ago
underwater post effect initial
4 Months Ago
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4 Months Ago
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4 Months Ago
Kamikaze FPV Drone - Added gibs
4 Months Ago
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command) https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
4 Months Ago
updated lr300 sprint pose to anim loop
4 Months Ago
bone knife deploy animation update
4 Months Ago
illuminated pressure pad; - Gibs added - fixed bug on pad stacking on itself
4 Months Ago
Update(tests): even more edge case unit tests - escaped double quotes - split escaped double quotes Tests: ran tests
4 Months Ago
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4 Months Ago
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4 Months Ago
Update(tests): add a couple more edge case unit tests - torn nested string - single quotes nested - torn single quote nested - Added a whitespace to first nested string in all tests to validate trimming Tests: ran unit tests
4 Months Ago
Salvaged icepick anim update
4 Months Ago
- New PoolCueViewModel setup - strip off rotational changes - Update viewmodel rotation based on mountable - New setup for the viewmodel
4 Months Ago
Ensure mountable is killed (again)
4 Months Ago
Add(tests): add StringExtensionTests Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB Tests: ran tests
4 Months Ago
illuminated pressure pad; - Lods created - Prefab updated
4 Months Ago
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4 Months Ago
Fixed transforms on playground assets and prefabbed up
4 Months Ago
Optim: fully remove function temporary Saves 1 alloc (63 allocs, 3.9KB) Tests: ran tests
4 Months Ago
Update(tests): add case or command with no args Tests: ran unit tests
4 Months Ago
Optim: don't recreate temporary klass and function substrings, fetch the full name at the end Saves 2 allocs (64 allocs, 4.2KB) Tests: ran tests
4 Months Ago
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
4 Months Ago
UZI Material changes
4 Months Ago
Optim: skip lowercasing command class and function names We rely on case-insensitivite comparator for map lookups - saves 2 allocs (66 allocs, 4.3KB) Tests: ran unit and perf tests
4 Months Ago
van test
4 Months Ago
UZI 9mm LOD0 and Textures
4 Months Ago
UZI 9mm LOD0 and Textures