161,791 Commits over 4,597 Days - 1.47cph!

1 Hour Ago
Add sound option to record tool
1 Hour Ago
Play door open end sound when the leaf stops
1 Hour Ago
Only stop doors that opt in
1 Hour Ago
Resave door prefabs
1 Hour Ago
V2 progress *Moved crosshair settings to its own tab Color palette picker for more colors Moved hit marker to shader, added hit marker customization (scale, color, headshot color, outline) More new options, v2 crosshair codes (101 bits currently), old codes get converted properly
1 Hour Ago
Fix settings dropdowns re-opening when closing them (existing issue)
1 Hour Ago
Fix all of our tooltips appearing at an offset depending on FPS (existing issue)
1 Hour Ago
- Add very important feature - The feature is very important - Remove the very important feature - It turns out it wasn't as important - This is a test - Sorry
1 Hour Ago
Can play and tweak UI animations in the panel viewer editor window
1 Hour Ago
Pie menu converted to panels
1 Hour Ago
Added functionality to customise nock colour. Added view model version of arrow skins, they keep their customisation too
1 Hour Ago
Merge origin/main into Hackweek_40mm_Grenade_Types
2 Hours Ago
Fix conveyors not resuming their scan when transferring items over multiple ticks
2 Hours Ago
Speed up conveyor ticks when outputs are almost full
2 Hours Ago
Add benchmarks for worst case of old code
2 Hours Ago
Add conveyor tests
2 Hours Ago
Rewrite conveyor system to transfer a set amount of items per tick instead of scaling with number of attached storage
2 Hours Ago
Set furnace & refineries to industrial splitting mode
2 Hours Ago
Resave furnace and refinery prefabs
2 Hours Ago
Allow storage entities to act as splitters or passthrough for industrial
2 Hours Ago
Add door open clipping tests
2 Hours Ago
Stop door open animation before it clips with building blocks
2 Hours Ago
Add effects to the sandbox panel in demoui2 * https://files.facepunch.com/adam-k/fx_tab.mp4
3 Hours Ago
Show seamless neighbor islands as terrain HLODs
3 Hours Ago
Add terrain HLOD
3 Hours Ago
Fix seamless players losing third person after crossing to another server
3 Hours Ago
Fix arriving seamless players being left behind their boat
3 Hours Ago
Fix arriving seamless players going to sleep and boats sinking
3 Hours Ago
Let players off a vehicle cross between seamless servers
3 Hours Ago
Fix seamless client taking entities from the wrong server
3 Hours Ago
Fix empty seamless neighbor views and duplicated vehicles on slow transfers
3 Hours Ago
Reopen seamless neighbor connections that drop
3 Hours Ago
Add seamless nexus client neighbor connections and server switching
3 Hours Ago
Add seamless nexus server links, neighbor views and vehicle transfers
3 Hours Ago
Give each seamless server its own entity, item and group ID range
3 Hours Ago
Widen network group IDs to 64 bits
3 Hours 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)
3 Hours Ago
Upgraded FPBuild version for all pipelines
4 Hours Ago
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4 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
4 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.
6 Hours Ago
Rust XCOM: regenerated armoury hold setup, game road mesh, trail and scenes
6 Hours Ago
Rust XCOM: raiders stand and fight while the squad comes out, and keep running once they've robbed
6 Hours Ago
Rust XCOM: neutral callout for misses at the base
6 Hours Ago
Rust XCOM: weapons held like the game (hand bone, hold anims, spine aim), walking chickens, game asphalt road, bandits raiding the base
Today
When building default navmesh ignore colliders belonging to independant navmeshes
Today
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Today
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Today
Queue UniTask's pooled .NET work items on .NET Core 3.1 or later
Today
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.