162,285 Commits over 4,597 Days - 1.47cph!

41 Minutes Ago
Developer tools console converted to panels
41 Minutes Ago
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41 Minutes Ago
Main menu's home tab
41 Minutes Ago
Merge branch 'render_pipeline_testing'
43 Minutes Ago
Removed all missing scripts from all camera prefabs
57 Minutes Ago
Merge branch 'render_pipeline_testing'
1 Hour Ago
Merge branch 'render_pipeline_testing' into render_pipeline_testing_brp_cleanup
1 Hour Ago
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1 Hour Ago
Dress the hub with a notice board, bin bags and a washing machine
1 Hour Ago
Heal and shield players in the hub, ready up to deploy, sell stash rows
1 Hour Ago
Fixed some shadow artifacts near contact points
1 Hour Ago
Initial Moment Shadow Maps implementation
1 Hour Ago
Draw particles as clumps of a possible 4 * https://files.facepunch.com/dayaan/2026/November/LeavesWind.mp4 * https://files.facepunch.com/dayaan/2026/November/Leaves_Test.mp4
1 Hour Ago
Drop particles from tree canopies
1 Hour Ago
Skip spawning particles under static displacers
1 Hour Ago
Add displacement bursts for explosions and impacts
1 Hour Ago
Add particle types
1 Hour Ago
Add screen depth collision for particles
1 Hour Ago
Add placement rules for particles
1 Hour Ago
Use foliage shader lighting for particles
1 Hour Ago
Respawn drifted particles
1 Hour Ago
Add ground litter wind and displacement
1 Hour Ago
Add ground litter particles
1 Hour Ago
Extract terrain compute inputs from FoliageGrid
2 Hours Ago
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2 Hours Ago
Moved the code lock and main menu panels scripts next to their screens
2 Hours Ago
Fixed missing pie menu animations
4 Hours Ago
Give the hub its own markers, no map and no death screen on arriving
4 Hours Ago
Upload custom client debug builds from their own folders
4 Hours Ago
Reduced gun wear from base of 1 (player weapon wear) down to 0.75 * Added second HP bar displaying the condition of the weapon and added an ammo counter to the turret. Needs a hammer and building auth to see the stats, no longer needing to turn the turret off to check out how much ammo is in it. * https://files.facepunch.com/el-hog/2026/November/13_16-15-ZestyPilchard.mp4
5 Hours Ago
Flash strength, length, deafness and name tag visibility are set per zone: inner 2m, mid 6m, outer 10m * Looking away no longer helps in the 2m zone, it still reduces the 6m and 10m zones * Name tags vanish on the bang and fade back in over time, 2m zone being the longest, 6m zone being short and the 10m zone not being affected * Deafness lasts longer on the 2m and 6m zones * Being heavly flashed now also muffles sound the way the heavy plate helmet does * Values are WIP, effect should be longer, probably * https://files.facepunch.com/el-hog/2026/November/13_15-06-ValidQueenbee.mp4
5 Hours Ago
Full damage within 1.75m, falling off to none at 3.75m (was 2m / 6m) * Shrapnel adds 30 bleeding within 2m, fading to none at 8m * Shrapnel bleed needs LOS * Explosion effect now throws visible shrapnel streaks that stop on impact * Values are very WIP * https://files.facepunch.com/el-hog/2026/November/13_15-03-OddAnteater.mp4
Today
Prototype of storing demos for every player encrypted and locking down playback
Today
Use low freq noise snow height and apply static displacers * https://files.facepunch.com/dayaan/2026/November/SnowDisp_Test.mp4
Today
Terrain vertices outside the snow patch skip the snow sampling
Today
Snow patch mesh replaces the fine terrain rings, stamps get ragged edges
Today
Tweak snow displacement params
Today
snow surface gets rolling lumps, and tracks push up berms beside them
Today
Terrain geometry snow displacement
Today
players, NPCs and vehicle wheels now leave tracks in terrain snow near the camera
Today
Fixed no 3rd person sfx when a player revives another player with a syringe
Today
Fixed flamethrower fire not working in first person
Today
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Today
Use separate water displacement target to foliage displacement pass for sharper waves
Today
Displace the ocean surface with ripple heights
Today
Add water waves profiling and tidy-ups
Today
Add GPU water ripples driven by foliage displacement
Today
Added support for AAC and mpd audio streams
Today
A bunch of reliability fixes to the radio streaming system * Streams should now be framerate independent (fixes distortion when a client is alt-tabbed and switches to a low framerate) Better handling for dropped connections, retry the stream connection Fixed some ordering issues A couple of tests in prep for future refactor
Today
Put hackweek_project_outpost on Aux3 again