144,506 Commits over 4,413 Days - 1.36cph!

42 Minutes Ago
Remaining kiosks.
1 Hour Ago
Tweaked miners hat to match cap coverage (also fixed NRE on light switch on)
1 Hour Ago
Tweaked boonie hat to match coverage of cap (to reduce hair conditionals needed)
1 Hour Ago
Updated all ddraw command help texts to match with the actually used arguments Fixed ddraw.arrow line ztest and distance fade inconsistency (would not respect command arguments) https://files.facepunch.com/raul/1b1211b1/ddraw_arrow_ztest_inconsistency_.png
2 Hours Ago
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2 Hours Ago
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2 Hours Ago
Charity 05 setup
3 Hours Ago
Added parenting support to ddraw (assign an entityID to the command), position and rotation behave like local coordinates Backward compatible with ddraw.use_instancing false (supports all; line, arrow, sphere, capsule, text and box) https://files.facepunch.com/raul/1b1211b1/12_22-53-BiodegradableGalapagoshawk.mp4
3 Hours Ago
Make GHA use correct script for 64bit luajit
3 Hours Ago
Fix steamworks.GetDownloadedItems returning nothing sometimes * When subbed item count == downloaded item count Copy over LuaJit from x86-64, publish launcher EXEs Resolve some pointer truncation issues for 64 bit builds Minor merges from x86-64 Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime Fixed a number of 64bit compile warnings More 64bit compile warning fixes More compile warning fixes & TF2 SDK merges More 64bit merges & fixes
Rin
3 Hours Ago
HQM collectable Rare jungle spawn only (Make Jungle Great Again) https://files.facepunch.com/Rin/2026/05/Unity_WfSidmbkRU.mp4
4 Hours Ago
merge from main
4 Hours Ago
merge from iolines_shader_fix
4 Hours Ago
Swapped all IO wires to use the standard shader instead of standard wire. Fixes some rendering issues, they were made transparent after some changes to the wire shader They don't really need all the features from the wire shader
4 Hours Ago
Send in-game voice chat to our api - only capture audio when you holding push to talk (just like normal in-game chat) - planning to moderate for obvious racism, not for "normal in-game banter" - batch audio into up to 60s chunks
6 Hours Ago
merge from heads_shadow_pass
6 Hours Ago
car and glass added
6 Hours Ago
Enabled hair cap on male/O material
6 Hours Ago
Actual fix for neck seam on male/H
Neck seam fix on male/H
Today
Finalized F prefabs.
Today
Relay networking tweaks
Fix a bunch of SetFlag usages which were potentially doing multiple unnecessary SendNetworkUpdate invokes Add a disposable struct to be able to define a scope in which we want to listen for flag changes and then do a network update at the end of the scope if flags changed
All heads share either male or female LOD3
Today
Finalized E
Today
More items converted to the new io system
Today
Further improvements to debug.drawcolliders - devDebugHighlight shader supports transparency, triggers and prevent building volumes are drawn slightly transparent and using a unique debug texture - All colliders get drawn with different colors according to the layer they are on, controlled by DrawCollidersConfig - can now immediately tell which layer something is on - Added convars to optionally hide triggers / prevent building volumes https://files.facepunch.com/cipeaX/2026/May/Unity_o3XpXSbFZr.mp4
Today
Needed to run DoPrepare script. Finally got the apples spawning and dropping correctly🍏 https://files.facepunch.com/LukeD/2026/05/Unity_ygx9jPADqb.mp4 Thinking I should make the apples red as they're difficult to see. Need to up the LOD too. Manifest update.
Female head shadow pass/eyelashes/head shapes
Today
Updated the subsystem layer weight on the torch
- Add walls to the pool physics simulation
Today
Added apple.tree prefab and scriptable blueprint for spawning. Added 3 apple spawns to oak_d. Added 3 natural beehie spawns to oak_b. resubmitting the honey bandage label + icon name got removed somehow.
- Shared client+server physics tick rate (for now) - 15 ball triangle rack setup - Cue ball setup - Properly map ian physics engine -> world space
Today
fixed bdu shirt missing body mesh. Updated bdu shirt prefabs and fbx.
Fix busted deploy volume
- Setup pool table deploy prefab - Further tweaks/cleanup to .deployed
Today
Add seagull assets + some test scripts
Today
small apartment update
Pool table linking: - Client + server run physics - Server sends snapshots to the client (position, rotation, velocity) - Client updates running simulation to match the sent server update - Run it through save/load right now
Today
Addressing Rust Relay packet de-duping
Today
Added UnityEngine.UI.CanvasGroup component support to CUI
Remaining male heads, shadow pass/eyelashes/head shapes
Today
edited 3p crouch idle anim
Today
AND OR XOR flags fixes
Today
Add support for drawing sphere and capsule colliders to debug.drawcolliders https://files.facepunch.com/cipeaX/2026/May/Unity_sVZltr5ha4.jpg
Today
Updated player corpse and temp ragdolls.
Today
Merge from terrain_rrp_fix
Communal interior material fixes
Today
Fix spectator mode using the wrong mounted rotation/position overrides
Today
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components