162,399 Commits over 4,597 Days - 1.47cph!

1 Hour Ago
Add accurate third-person bow arcs and improve aiming feedback
3 Hours Ago
Pushing uncommitted changes after hackweek
3 Hours Ago
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3 Hours Ago
Fix prefab hierarchy cleanup during animation callbacks
Rin
3 Hours Ago
Peephole https://files.facepunch.com/rin/2026/November/15_06-06-AccurateWildcat.mp4
4 Hours Ago
Add hotbar action progress and align third-person reloads
6 Hours Ago
Add material tracking, stash-funded upgrades and persistent stash sorting
Today
Improve third-person throwing, grenade controls and launcher aiming
Today
Stop first-person weapon shake in third person
Today
Fix third-person attack alignment
Today
Restore binocular and scope views in third person
Today
Improve stash layout and upgrade controls
Today
Unify Outpost Supplies buying and selling
Today
Use Rust's standard Open interaction for furniture
Today
Price loot by what it is, give furniture its own contents, weight blueprints
Today
Fixed error overlay stacking ignoring stack trace * Console is resizeable * Console backdrop blur
Today
Errors will now stack unless something popped in between (console.stackerrors)
Today
Give each kind of enemy its own reward, monument guards included
Today
Stop the stash at four more rows, and stack scrap to 2,000
Today
Charge 1,000 scrap for a stash's first row and twice as much for each after
Today
Add a progress board, a furnace to unlock, kept ovens and a pay panel to the hub
Today
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Today
Basic New Game and Load Game UI on entering play mode, loads a saved procgen map or generates a new one. World outline convar is on by default. Turned off tunnels, used rubble from Primitive gamemode to block stair access. Merged some props with the tiny decorative ones on top so destroying the table/shelf etc will also destroy ashtrays, papers etc also. Bigger props on top of things you destroy will fall to the ground
Grenades drop primed if owner dies whilst aiming
Visible weapon mods on dropped world models, racks
Add rocketpack * https://files.facepunch.com/martynchapman/2026/November/14_00-26-WarlikeWoollybearcaterpillar.mp4
Replace tech tree, converation editor graph tools
Today
Fix piemenu missing backdrop blur
Today
Backdrop image in editor panels preview window
Today
Error overlay converted to panels
Today
Keep the bump reaction off riders in the extraction mode
Today
Give ground vehicles a chase camera in third person
Today
Start with the simulated acoustics switched off
Yesterday
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Yesterday
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Yesterday
Removed ParticleEffectForUGUI third party, it never worked anyway
Yesterday
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Yesterday
Have scouts heard from further, keep their alarm on, send guards to look, and vary their round
Yesterday
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Yesterday
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Yesterday
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Yesterday
- Restore symbols for datacache as well - Added some requested Lua functions - Entity:GetLifeState, NPC:GetLastDamageTime, NPC:ForgetUnreachable , NPC:SetGoalTolerance, NPC:GetGoalTolerance, ENT_AI:OnSeeEntity - Update `m_flLast(Player)DamageTime` for `ai` type SENTs (SNPCs) if `OnTakeDamage` hook returned value above 0. - Make fExpireTime for NPC unreachable entities a double - Internal train/pathtrack entity changes - Added NPC:CanBuildRoute - Arguments are: Vector endPos, Vector startPos = nil, number goalTolerance = -1, Entity targetEnt = NULL, bool bLocalGoodWithinTol = true - Fixed normals on props_lab/cleaver.mdl - Make combine use their crouch walk/run animations - Goofy
Yesterday
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Yesterday
Give sound distance: it arrives late, echoes off the land, and is wetter from afar
Yesterday
Death screen converted
Yesterday
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Yesterday
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Yesterday
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