144,716 Commits over 4,413 Days - 1.37cph!

9 Minutes Ago
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
17 Minutes Ago
UZI Material changes
36 Minutes 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
36 Minutes Ago
van test
39 Minutes Ago
UZI 9mm LOD0 and Textures
38 Minutes Ago
UZI 9mm LOD0 and Textures
40 Minutes Ago
Update(tests): also validate uppercase commands are resolved properly Tests: ran unit tests
54 Minutes Ago
illuminated pressure pad; - textures polished - icon updated - prefab updated illuminated buttons; - buttons now illuminate both when power is recieved and when sent. - prefabs updated for buttons https://files.facepunch.com/curtis/1b1511b1/15_23-41-FrivolousGrackle.mp4
1 Hour Ago
Hatchet 3p anim updates
1 Hour Ago
Molotov animation and holdtype updates
1 Hour Ago
New(tests): add basic Facepunch.Console.CommandTests tests(3 unit, 1 perf) Need it before I start optimizing out allocs Tests: ran tests, they pass and show allocs (68 allocs, 4.4KB total for test string)
1 Hour Ago
fixing some flow issues on the damaged side of the apt building
3 Hours Ago
apartment_complex_1 s2p
3 Hours Ago
Adding HLOD to apartment_complex_1 fixing some terrain topos, repainting a proper blend map for terrain
3 Hours Ago
Industrial Torch first pass animations
3 Hours Ago
resetting this silly dofexposer asset that saves with local tweaks to camera
3 Hours Ago
removing decorative skull from flat medium as it throws errors
3 Hours Ago
cleaning a bunch of missing references in the level and in project art prefabs
4 Hours Ago
Fixing vagabond jacket skinning
4 Hours Ago
Bugfix: ensure UseMutexPool feature switch catches all pool calls Now pools lazy-update their internal storage when toggling the feature switch - this makes sure calls are routed to the right pools Tests: played on craggy, slapped breakpoints into Take and made sure no calls were made to fallback/new pool when new/fallback mode was set
5 Hours Ago
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
5 Hours Ago
Fixng roadsign armour clipping with hoodie
Today
cleared a prop from clipping in basement flat
Today
Fixing swim wear skinning
Today
Updating horse mask to fix clipping
Today
Exposed chanceToFall variable
Today
"Converted" supply drop selection to the radial menu. Replaced smoke signal colours for all variations: Default = Blue Green = Medical / Food Orange = Resources / Building Supplies Yellow = Weapons / Ammo / Tools Supply drops have been set up to accept different variations of their own loot pool, loot tables still to be added. https://files.facepunch.com/hog/1b1511b1/Unity_dSXb7JlnYE.mp4
Today
overgrowth set dressing polish, hiding/pruning foliage where not needed
Today
Revert added inventory UI, going to shift airdrop selection to radial menu instead.
Today
Fixed gingerbread man corpses throwing errors
Today
Updated position of player model in wanted poster renders
Today
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
Today
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
Today
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
Today
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Today
Debug readout + removed a log
Today
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
Today
Added Unity Button and InputField interactable CUI properties
Today
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
Today
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
Today
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Today
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Rin
Today
prefab setup
Today
Check mute in startup in GameSetup too so it works in editor
Today
Show microphone icon when muted and trying to talk but show a X through it - makes it clearer when you are muted (both server mutes & api mutes)
Today
Coconuts can now spawn on trees in the deepsea! S2P all tropical islands. Similar to apples trees, when hit, theres a small chance the coconuts will drop from the tree: https://files.facepunch.com/LukeD/2026/05/Unity_YS5h6Jzz5d.mp4
Today
Move check for API mute above the IsAdmin check so I can test in editor
Today
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system
Today
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Today
Probably fixed OSX build error