124,869 Commits over 4,171 Days - 1.25cph!

6 Hours Ago
Better node/data type registry
Today
Fixed pilot pack store tile redirecting to exhibit pack page
Today
merge from throwable_eggs
Today
merge from hackweek_food_viewmodels
Today
init branch for merging
Today
UI for multiple input meshes
Today
Fixed clientside sounds not firing SWEP:FireAnimationEvent Fixed NPC.IsUnforgettable not returning anything Lightmapped_4WayBlend shader Throw an engine error when trying to request invalid shader param Feed correct MODULATION_COLOR data for 4 way blend shader
Casino modelling progress Organized casino interior objects
Today
merge from ceiling_light_placement_fix
Today
merge from wall_cabinet_storage_monitor_fix
Today
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Today
merge from modded_monumentmarker_fix
Today
merge from tugboat_team_bag_labels_fix
Today
merge from main
Today
merge from store-updates-sept2025
Fix the server browser duplicating listing results
Today
Added stats display row for Anti-vehicle damage, removed vehicle damage from main "Damage" stat
Today
added translations
Today
Bugfix: ensure entities are subscribed to switched-to group before we transition it's children to new group - This resolves an issue when moving around fast with an item in hands, and it suddenly gets re-equipped Caused by backup of player subscription queue, which can "desync" player - they'll move to a new group they're not yet subscribed to. Tests: flew around at 100-speed noclip and monitored subscription queue size. despite backup, it no longer re-equipped my gun
Today
Bicycle bunnyhopping basics https://files.facepunch.com/jacob/1b0411b1/Unity_tJ9ExIRjAG.mp4 Bicycle can now bunnyhop every 3 seconds by pressing right mouse button. - Todo: use the bike's angle in the jump - Todo: require bike stamina to jump - Todo: not jump when waterlogged
Today
Merge: from main
Today
Clean: comments, spans and names Tests: none, trivial changes
Progress on cleaning up all current conversation/mission changes
Today
Optim: UsePlayerUpdateJobs 2 - merge partially ordered chains of snapshots - This reduces allocations (since we create less tasks), and should help with parallelization (reducing task scheduling overhead), but requires preprocess cost Tests: on craggy with UsePlayerUpdateJbos 2, flew out of bounds and respawned(this causes 500+ entity snapshots to be sent) 10 times in a row - no exceptions, disconnects and all entities seemed to be present
Today
fix status effect vitals HUD overlay sorting under heavy helmet
Today
Set dressing work from supplies barge
Today
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
Today
remove debug tex output
Today
lod baker multiple source meshes support
Today
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
Today
waterpipe reload animation update
Today
updated charity plushie 01 lods
Today
Replaced blockout containers on supplies barge with generic floating city treatment container. Added static shelves prefab variant.
Today
Bugfix: fix a missing profile scope in FoliageGrid Tests: used the profiler in editor, no more errors
Today
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
Today
lr300 animation updates
Today
Updated charity plushie meshes with LODs, and updated prefabs with new meshes
Today
change sleeping player collider to x-axis capsule, to save on vertical space
Today
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone. - Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
Today
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
Today
Don't load inventory inside container corpse, we already load it in base.
Today
Fix instanceData on items getting disposed if an item gets loaded twice.
Today
Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
Today
merge from hackweek_crosshair_customization/settings_editor
Today
Make previous compile fix match the other ifdef behaviour