144,721 Commits over 4,413 Days - 1.37cph!

10 Minutes Ago
Hatchet 3p anim updates
31 Minutes Ago
Molotov animation and holdtype updates
38 Minutes Ago
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)
1 Hour Ago
fixing some flow issues on the damaged side of the apt building
1 Hour Ago
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1 Hour Ago
apartment_complex_1 s2p
1 Hour Ago
Adding HLOD to apartment_complex_1 fixing some terrain topos, repainting a proper blend map for terrain
1 Hour Ago
Industrial Torch first pass animations
1 Hour Ago
resetting this silly dofexposer asset that saves with local tweaks to camera
1 Hour Ago
removing decorative skull from flat medium as it throws errors
2 Hours Ago
cleaning a bunch of missing references in the level and in project art prefabs
3 Hours Ago
Fixing vagabond jacket skinning
4 Hours Ago
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
4 Hours Ago
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
4 Hours Ago
Fixng roadsign armour clipping with hoodie
5 Hours Ago
cleared a prop from clipping in basement flat
5 Hours Ago
Fixing swim wear skinning
6 Hours Ago
Updating horse mask to fix clipping
6 Hours Ago
Exposed chanceToFall variable
6 Hours Ago
"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
6 Hours Ago
overgrowth set dressing polish, hiding/pruning foliage where not needed
Today
Revert added inventory UI, going to shift airdrop selection to radial menu instead.
Today
Fixed gingerbread man corpses throwing errors
Today
Updated position of player model in wanted poster renders
Today
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
Today
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
Today
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
Today
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Today
Debug readout + removed a log
Today
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
Today
Added Unity Button and InputField interactable CUI properties
Today
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
Today
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
Today
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Today
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Rin
Today
prefab setup
Today
Check mute in startup in GameSetup too so it works in editor
Today
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)
Today
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
Today
Move check for API mute above the IsAdmin check so I can test in editor
Today
Added new code signing tool, and adjusted workflow files to have necessary environment variables during pipeline runtime for authorizing with the new system
Today
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Today
Probably fixed OSX build error
Today
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
Today
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Today
Merge from main
Today
Bleed fix.
Today
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.
Today
illuminated pressure pad; - textures first pass - updated icon render setting - updated material
Today
Cranked the flicker floor up more.