162,409 Commits over 4,597 Days - 1.47cph!

35 Minutes Ago
Say when Disable World Prefabs is why no raid can start
46 Minutes Ago
Refuse to start a raid without a raid map instead of throwing
1 Hour Ago
Put hackweek_project_outpost on Aux3 again
1 Hour Ago
Show one plain countdown, and let lit balloons finish after the raid
1 Hour Ago
Aim hub and furniture use at the crosshair, and show waypoint distance
3 Hours Ago
Fit the compass, crosshair and pings to the shoulder camera
3 Hours Ago
Improve extraction scavenging, scout combat and waypoint feedback
Today
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
Today
Improve bow framing and align drawn arrows with their aiming guides
Today
Pushing uncommitted changes after hackweek
Today
Add accurate third-person bow arcs and improve aiming feedback
Today
Pushing uncommitted changes after hackweek
Today
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Today
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Today
Fix prefab hierarchy cleanup during animation callbacks
Rin
Today
Peephole https://files.facepunch.com/rin/2026/November/15_06-06-AccurateWildcat.mp4
Today
Add hotbar action progress and align third-person reloads
Today
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
Yesterday
Price loot by what it is, give furniture its own contents, weight blueprints
Yesterday
Fixed error overlay stacking ignoring stack trace * Console is resizeable * Console backdrop blur
Yesterday
Errors will now stack unless something popped in between (console.stackerrors)
Yesterday
Give each kind of enemy its own reward, monument guards included
Yesterday
Stop the stash at four more rows, and stack scrap to 2,000
Yesterday
Charge 1,000 scrap for a stash's first row and twice as much for each after
Yesterday
Add a progress board, a furnace to unlock, kept ovens and a pay panel to the hub
Yesterday
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Yesterday
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Yesterday
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
Yesterday
Grenades drop primed if owner dies whilst aiming
Yesterday
Visible weapon mods on dropped world models, racks
Yesterday
Add rocketpack * https://files.facepunch.com/martynchapman/2026/November/14_00-26-WarlikeWoollybearcaterpillar.mp4
Yesterday
Replace tech tree, converation editor graph tools
Yesterday
Fix piemenu missing backdrop blur
Yesterday
Backdrop image in editor panels preview window
Yesterday
Error overlay converted to panels
Yesterday
Keep the bump reaction off riders in the extraction mode
Yesterday
Give ground vehicles a chase camera in third person
Yesterday
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