145,232 Commits over 4,413 Days - 1.37cph!

8 Minutes Ago
merge from fix_editor_reflection_probe_delay -> main
17 Minutes Ago
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
23 Minutes Ago
Fix the editor reflection probe rendering every frame - increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
59 Minutes Ago
merge from optimize_generate_textures_alloc -> main
1 Hour Ago
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array - keep the NativeArray for the textures themselves - fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap - tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
3 Hours Ago
Hair test
4 Hours Ago
Update the apartment door prefabs inside the apartments - set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
4 Hours Ago
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
4 Hours Ago
Regenerate font with all characters
4 Hours Ago
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
5 Hours Ago
Add dripping font for the apartment door numbers
5 Hours Ago
Add autoturret reskinning Preserves loaded ammo, authlist, rc identifier and peacekeeper setting
6 Hours Ago
auto_turret missing cover fix, fixed in scene prefabs, fixed workshop issues
6 Hours Ago
merge from main -> optimize_generate_textures_alloc
6 Hours Ago
Implement IO entity reskinning with the new system, will now always nicely adjust any connected wires / pipes to the new positions: https://files.facepunch.com/cipeaX/2026/May/21_01-08-RightBighorn.mp4
Today
Add culling sphere component to the apartments
Today
Add culling support for apartment furniture - start with large spheres around each apartment - add extra check if the player is inside the apartment to handle corners of the apartment the culling sphere doesn't reach
Today
Update: Codegen Tests: builds
Today
Merge: from main Needs codegen
Today
Optim: reimplement all Arg.Get* via GetStringView Avoids allocations in the GetString fallback Tests: unit tests
Today
Update: add StringView-to-numeric extensions Tests: ran unit tests
Fixed mid-length hair being skinned to eyes
Today
Clean(tests): get rid of redundant profiling code Tests: builds
Today
Fix a bug causing io lines to not update correctly when multiple storage adaptors on the same barrel have connections between themselves
Today
Optim: BuildCommand - remove another Substring alloc via StringView Down to 3 allocs/0.34KB per call Tests: ran a couple commands with and without args
Today
Reconnect apartment doors to apartment prefabs
Today
Optim: ConsoleSystem.Index uses StringView internally to avoid allocations Tests: booted into craggy, ran a couple commands (short and fully qualified)
Today
Put apartment elevator at the end of the wing - add extra floor for basement - split apartment floors into their own prefabs
Today
Integrate item container and child item container preserving into the new system Re-implement entity children preserving, with attachments repositioning if their sockets shifted, child io entity also have their connected lines update correctly Fixes various current bugs with storage adaptors / door controllers when their parent is reskinned Make ceilinglight reskinnable again, will fix reskinning io entities themselves next Fix not being able to skin snowmobile back to default
Today
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Today
Duplicated second elevator in reception area
Today
Apartment elevator now functional
restored missing hair textures for movember moustache and santa beard
Today
Industrial Torch - Small texture update (still WIP), changed base materials from smoothness to metalness, fixed material assignment on worldmodel (from half on to full off)
Today
Added a viewmodel button to the skin viewer, pops the view model (wip)
Today
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
Today
m16a2 world model added
Today
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
Today
functional darts 1p viewmodel
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
Today
scene fix
Today
finalize RRP underwater post processing
Today
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Today
HasActiveFakeConnection tweaked order of conditions + added `relay.status` convar
Today
Optim: Arg.Args is now a StringView[] Most of the code uses GetString to lazy alloc a string. BuildCommand is now 4 allocs/0.4KB per call Tests: unit tests, booted into craggy and set a couple variables, tested crosshair clientvars
merge from texture_optimisations
Today
Adding bullet joint to m16 rig
Today
Optim: Arg.FullString is now a StringView - updated CodeGenerator to support StringView params - ran codegen Saves an allocation(once I’m done with conversion). Currently at 12 allocs/0.85KB per call Tests: booted into cragy, tried echo and say commands
Today
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Today
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