159,098 Commits over 4,566 Days - 1.45cph!

1 Hour Ago
Merge from SpiralStaircaseFix2
1 Hour Ago
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1 Hour Ago
Merge from SeedExtraction
1 Hour Ago
Merge from icon_render_legacy_bindpose_fix
1 Hour Ago
Workshop skin textures no longer keep a copy in RAM Downloaded skin textures were left readable, nothing used that copy 98MB -> 0MB RAM with 22 skins loaded ingame
1 Hour Ago
Animator hash
1 Hour Ago
Added support for a base melee to forward signals to a world animator, enabled on shears
1 Hour Ago
reapplied berry extraction, undid another change I accidentally included i
1 Hour Ago
merge from fonts_optims
2 Hours Ago
Added 'Extract' option on berries to get seeds without having to eat the berries. 1 berry gives 1 seed.
2 Hours Ago
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2 Hours Ago
Fixed our static font being set as readable The atlases are only in VRAM now, saves another ~42MB RAM
3 Hours Ago
Fixed fonts duped in memory: - the interaction toast in bootstrap was using the non bootstrap version - TMP Settings was referencing Roboto which was pulling the entire chain Saves around ~60MB VRAM and ~30MB RAM
4 Hours Ago
Add uploading of signs / sculptures / voicemails to our backend - simple retry: try 1x per minute, give up after 5x attempts
4 Hours Ago
More tweaking
4 Hours Ago
Apply the same hierarchy flattening from S2P on all prefabs in PrefabPreProcess (only at bundle time, skipped in editor by default) Fix some edge cases in the hierarchy flattening logic
5 Hours Ago
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5 Hours Ago
merge from cui_allui_fix
5 Hours Ago
Improved panel unregistration performance
Today
Lets try ignoring UV adjustments in surface.DrawTexturedRectUV * So the function's UV arguments work like expected, without the "sub pixel adjustment" stuff, which seems unnecessary? * Only the Lua binding is affected Refine DImage subrect support and KeepAspect features Minor cleanups Remove leftover debug panel from Paint tool, KeepAspect the icons
6 Hours Ago
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6 Hours Ago
merge from fix_cookable_created_alloc -> main
Today
Fix ItemModCookable allocating a new delegate every time an item is created
Today
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Today
merge from cui_allui_fix
Today
Fixed CommunityEntity.AllUi list accumulating endlessly and only clearing when reconnecting to a server; it now validates the list and removes null entries on panel destruction Added admin-only `communityentity.print_alluis` for debugging, codegen Before: https://files.facepunch.com/raul/2026/October/13_20-59-InsistentSiamesecat.mp4 After: https://files.facepunch.com/raul/2026/October/13_21-14-GlamorousBalloonfish.mp4
Today
first pass on restore tool - old tattoos that are faded can be painted with this tool to restore their colour to full without needing to be fully redrawn
Fix some weird/stuck crosshairs on the rear turret
Today
another fix for third person crouch anim playing when dropping off ledges
Today
S2P tropical island 1, 2, 3 and 4. Removed the coconuts from the big palm trees. Its really difficult to see the coconuts + the taller trees visually sway a lot more and currently the coconuts do not sway with the tree so it looks terrible.
Today
merge from hitchtrough_save_fix
Rin
Today
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Today
merge from buildingprivilege_cache
Today
Fixed blocks registering with a 0 net id on the server when placed with the building plan
Today
Make sure to also rebuild plant info when new quality data comes in via rpc without a network update
Today
merge from main
Today
merge from main
Today
clip timing updates
Today
replaced soundpooling for a readonly struct modulator, avoids all allocs and doesn't change any of the usage
Today
Auto adjust jobs thread count when changing CPU affinity
Today
added dryfire wip anims, stock updates, set up animator to correctly choose correct fire and dryfire anims based on state
Today
fixed jenkinsfile using wrong param name for slack channels
Today
merge from sendmouseevents_optim
Today
tattoo fixes - clamp tattoo brush size 1.0-5.0, doesnt use painting convar - zoom scaling clamp, so you cant get as far out but can also go closer than usual for fine detail - brushes now scale independent of zoom in tattooing, this does make performance a little worse, but fixes when the paint stamp doesnt cover enough of the uv and becomes spotty. WIP still - uv buffer now samples some of the uv pixels around the current target to try to smooth out and match seams where the uv resolutions dont match (like where the head meets torso etc..)
Today
Optimized PreUpdate.SendMouseEvents by clearing the main camera event mask, nothing uses OnMouse events Saves up to 0.08ms a frame in builds
Today
Compile fix