161,781 Commits over 4,597 Days - 1.47cph!

34 Minutes Ago
Added functionality to customise nock colour. Added view model version of arrow skins, they keep their customisation too
44 Minutes Ago
Merge origin/main into Hackweek_40mm_Grenade_Types
1 Hour Ago
Fix conveyors not resuming their scan when transferring items over multiple ticks
1 Hour Ago
Speed up conveyor ticks when outputs are almost full
1 Hour Ago
Add benchmarks for worst case of old code
1 Hour Ago
Add conveyor tests
1 Hour Ago
Rewrite conveyor system to transfer a set amount of items per tick instead of scaling with number of attached storage
1 Hour Ago
Set furnace & refineries to industrial splitting mode
1 Hour Ago
Resave furnace and refinery prefabs
1 Hour Ago
Allow storage entities to act as splitters or passthrough for industrial
1 Hour Ago
Add door open clipping tests
1 Hour Ago
Stop door open animation before it clips with building blocks
1 Hour Ago
Add effects to the sandbox panel in demoui2 * https://files.facepunch.com/adam-k/fx_tab.mp4
1 Hour Ago
Show seamless neighbor islands as terrain HLODs
1 Hour Ago
Add terrain HLOD
1 Hour Ago
Fix seamless players losing third person after crossing to another server
1 Hour Ago
Fix arriving seamless players being left behind their boat
1 Hour Ago
Fix arriving seamless players going to sleep and boats sinking
1 Hour Ago
Let players off a vehicle cross between seamless servers
1 Hour Ago
Fix seamless client taking entities from the wrong server
1 Hour Ago
Fix empty seamless neighbor views and duplicated vehicles on slow transfers
1 Hour Ago
Reopen seamless neighbor connections that drop
1 Hour Ago
Add seamless nexus client neighbor connections and server switching
1 Hour Ago
Add seamless nexus server links, neighbor views and vehicle transfers
1 Hour Ago
Give each seamless server its own entity, item and group ID range
1 Hour Ago
Widen network group IDs to 64 bits
1 Hour Ago
Return correct AABB when entity has no physics Probably fixed a decal crash with some high poly models Delete some unused .dll files video_services related files, msvcr71.dll, libsasl.dll Move hl2.sh to gmod_run.sh (hl2.sh still exists as fallback)
2 Hours Ago
Upgraded FPBuild version for all pipelines
3 Hours Ago
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3 Hours Ago
https://files.facepunch.com/jacob/2026/November/09_11_20-43-SturdyGecko.mp4 - added Minicopter Wrecks that spawn at monuments (2 per map, spawning not set up yet) that can be repaired for 10 gears, 400 metal fragments, 40 HQM and 1 random tier 2 modular car part
3 Hours Ago
Added `BoatDockTrigger` to all 3 fishing village variants so vehicles parked in the vendor water docks don't get stuck at the edges, unable to be mounted. Vehicles are now gently dragged to the centre away from the walls.
5 Hours Ago
Rust XCOM: regenerated armoury hold setup, game road mesh, trail and scenes
5 Hours Ago
Rust XCOM: raiders stand and fight while the squad comes out, and keep running once they've robbed
5 Hours Ago
Rust XCOM: neutral callout for misses at the base
5 Hours Ago
Rust XCOM: weapons held like the game (hand bone, hold anims, spine aim), walking chickens, game asphalt road, bandits raiding the base
5 Hours Ago
When building default navmesh ignore colliders belonging to independant navmeshes
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Queue UniTask's pooled .NET work items on .NET Core 3.1 or later
5 Hours Ago
Cargo ship refresh: loot in the interior is now all locked inside the shipping containers. Break them open with explosive/melee to get loot inside. 7 Containers total, loot split amongst them. One container is empty, and one is unlocked containing the brown crates.
5 Hours Ago
Rust XCOM: regenerated armoury looks, doors, ladder hatch, chicken, road and scenes
5 Hours Ago
Rust XCOM: survivors wait by the ramp foot, in view
5 Hours Ago
Rust XCOM: survivor invite row in the squad panel, road track meets the ramp
5 Hours Ago
Rust XCOM: visible chickens, soldier skins/hair/gender and bios, road, survivors waiting outside to be invited in
5 Hours Ago
Rust XCOM: game ladder hatch slid open, swinging doors, manual furnace at game speed
5 Hours Ago
Rust XCOM: regenerated armoury held weapons, foundations, QA Island terrain and scenes
5 Hours Ago
Rust XCOM: sleep with head on the pillow, drop decor that renders black outside the game
5 Hours Ago
Rust XCOM: held weapons from entity prefabs, progression drops and stock, outfit stats and armour, quiet bows, meal buff, timed room activities, overwatch cone, cursor-local tiles, loot rings, QA Island terrain
5 Hours Ago
Rust XCOM: regenerated armoury, characters parts, terrain and scenes
5 Hours Ago
Rust XCOM: squad patrols the front of rooms and steps back only through doorways