144,721 Commits over 4,413 Days - 1.37cph!
Molotov animation and holdtype updates
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)
fixing some flow issues on the damaged side of the apt building
Adding HLOD to apartment_complex_1
fixing some terrain topos, repainting a proper blend map for terrain
Industrial Torch first pass animations
resetting this silly dofexposer asset that saves with local tweaks to camera
removing decorative skull from flat medium as it throws errors
cleaning a bunch of missing references in the level and in project art prefabs
Fixing vagabond jacket skinning
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
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
Fixng roadsign armour clipping with hoodie
cleared a prop from clipping in basement flat
Fixing swim wear skinning
Updating horse mask to fix clipping
Exposed chanceToFall variable
"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
overgrowth set dressing polish, hiding/pruning foliage where not needed
Revert added inventory UI, going to shift airdrop selection to radial menu instead.
Fixed gingerbread man corpses throwing errors
Updated position of player model in wanted poster renders
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
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Debug readout + removed a log
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
Added Unity Button and InputField interactable CUI properties
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
Updated clip and mask on LR
Still not working properly, R-Prop values look incorrect in the sprint animation
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Check mute in startup in GameSetup too so it works in editor
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)
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
Move check for API mute above the IsAdmin check so I can test in editor
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system
Probably fixed OSX build error
Added Insurgency map category
Groundwork for BSPZIP compression support
Added support for -embed to VBSP
Make LZMA methods static
Update LZMA SDK, Enable BSPZIP compression
Minor cleanup
GM:PostPlayerDraw throws non halting error when too deep
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Fixed some ground slaps on the wrong layer to fix bleed.
Temporarily disabled the embedded string light prefab lights in the apartment lighting prefab so that each one can be positioned and tuned manually.
Hobo barrel prefab tweaks.
More lighting prefab WIP stuff.
illuminated pressure pad;
- textures first pass
- updated icon render setting
- updated material
Cranked the flicker floor up more.