145,225 Commits over 4,413 Days - 1.37cph!

Just Now
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Just Now
Regenerate font with all characters
11 Minutes Ago
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
47 Minutes Ago
Add dripping font for the apartment door numbers
1 Hour Ago
Add autoturret reskinning Preserves loaded ammo, authlist, rc identifier and peacekeeper setting
1 Hour Ago
auto_turret missing cover fix, fixed in scene prefabs, fixed workshop issues
2 Hours Ago
merge from main -> optimize_generate_textures_alloc
2 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
3 Hours Ago
Add culling sphere component to the apartments
3 Hours Ago
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
3 Hours Ago
Update: Codegen Tests: builds
3 Hours Ago
Merge: from main Needs codegen
3 Hours Ago
Optim: reimplement all Arg.Get* via GetStringView Avoids allocations in the GetString fallback Tests: unit tests
3 Hours Ago
Update: add StringView-to-numeric extensions Tests: ran unit tests
4 Hours Ago
Fixed mid-length hair being skinned to eyes
4 Hours Ago
Clean(tests): get rid of redundant profiling code Tests: builds
4 Hours Ago
Fix a bug causing io lines to not update correctly when multiple storage adaptors on the same barrel have connections between themselves
4 Hours Ago
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
4 Hours Ago
Reconnect apartment doors to apartment prefabs
4 Hours Ago
Optim: ConsoleSystem.Index uses StringView internally to avoid allocations Tests: booted into craggy, ran a couple commands (short and fully qualified)
5 Hours Ago
Put apartment elevator at the end of the wing - add extra floor for basement - split apartment floors into their own prefabs
5 Hours Ago
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
6 Hours Ago
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6 Hours Ago
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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Head texture optimisations
Today
Randomly apply a movement offset thruster effect too when tightening radius. Refactor.
Today
Update: add StringView.Trim(char) overload - add unit tests Tests: ran unit tests
Today
Optim: add StringView.SplitQuotesStrings overload - Refactored logic to work on StringViews internally Only has 1 alloc(StringView[]). Using it is blocked on whether I'll be able to convert Arg.Args field to StringView[] or not Tests: none
Today
Merge from parent
Today
Merge from parent