162,417 Commits over 4,597 Days - 1.47cph!
Give extraction scouts 3D flight and reactive pivot lighting
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Dev tools copy paste tab converted to panels
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Arrow keys browse the panels inspector's element tree
Property and value suggestions when adding a style in the panels inspector
Panels preview screen picker opens on the current screen's folder
Say when Disable World Prefabs is why no raid can start
Refuse to start a raid without a raid map instead of throwing
Put hackweek_project_outpost on Aux3 again
Show one plain countdown, and let lit balloons finish after the raid
Aim hub and furniture use at the crosshair, and show waypoint distance
Fit the compass, crosshair and pings to the shoulder camera
Improve extraction scavenging, scout combat and waypoint feedback
Push uncommitted work from hackweek
* Blueprints show only the next guide to build, from a build order planned with stability
* client.blueprint_next_block_only false shows every guide that can be built now instead
* Client tests build the base block by block and layer by layer
Improve bow framing and align drawn arrows with their aiming guides
Pushing uncommitted changes after hackweek
Add accurate third-person bow arcs and improve aiming feedback
Pushing uncommitted changes after hackweek
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Fix prefab hierarchy cleanup during animation callbacks
Peephole https://files.facepunch.com/rin/2026/November/15_06-06-AccurateWildcat.mp4
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Add hotbar action progress and align third-person reloads
Add material tracking, stash-funded upgrades and persistent stash sorting
Improve third-person throwing, grenade controls and launcher aiming
Stop first-person weapon shake in third person
Fix third-person attack alignment
Restore binocular and scope views in third person
Improve stash layout and upgrade controls
Unify Outpost Supplies buying and selling
Use Rust's standard Open interaction for furniture
Price loot by what it is, give furniture its own contents, weight blueprints
Fixed error overlay stacking ignoring stack trace
* Console is resizeable
* Console backdrop blur
Errors will now stack unless something popped in between (console.stackerrors)
Give each kind of enemy its own reward, monument guards included
Stop the stash at four more rows, and stack scrap to 2,000
Charge 1,000 scrap for a stash's first row and twice as much for each after
Add a progress board, a furnace to unlock, kept ovens and a pay panel to the hub
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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
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Replace tech tree, converation editor graph tools
Fix piemenu missing backdrop blur
Backdrop image in editor panels preview window
Error overlay converted to panels