162,046 Commits over 4,597 Days - 1.47cph!
Fixed network decrypt thread staying idle while the main thread drained a full read queue, it's now woken on the first message read as well as after the loop
Expanded Jakes batching to all packets Added server.outbox (off by default), sends the server's packets through a buffer system rather than write queue *
NPC services giga commit. Also includes NPC profession prefix-random name suffix, voice mumbling and conversation movement smoothing
Give the armour and restoration booths whole kiosks the attendants work from
Fill residents' food to 80% at the canteen and fix its see-through props
Give the restoration, armour slot and giga furnace services their own panels
Move the apartment canteen into an enclosed apartment room
Run NPC services by talking to their attendant
Run the giga furnace from a walk-in counter in its yard and fix the booth counters
Move the giga furnace into a fenced yard by Repairs and enclose the Outpost booths
Give the apartment cook a canteen behind the lobby
Dress the Outpost service booths and move the giga furnace there
Fix the client-only build of NPC services
Move the giga furnace inside Bandit Camp
Hold finished rentals' earnings for 48 hours and reprice restoration
Add free resident meals at the Apartment Complex
Add giga furnace drop-off service at Bandit Camp
Add rentable NPC services with armour slot and restoration garages at Outpost
Added a Multiple Shell loading Function to the MGL
*https://files.facepunch.com/alfiebirch/2026/November/11_12-44-ShrillFlounder.mp4
You can now load multiple different types of shells into the MGL. Pressing Right Click with the radial menu open will add that selected shell into the order. Can also partial load rounds as well. Still have the function to load a full magazine of one type of shells.
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Network decrypt thread is now woken once per main thread read loop instead of after every message
Fix missing limbs in players during demos, toggle updateRenderersOffscreen by default during demos
Make debugcam toggle to free camera in demoui2
Fix admintime -1 not resetting time of day back to what it was in the demo
Fix settings menu being broken while a demo is paused
Added a 40mm Tracker Round
*https://files.facepunch.com/alfiebirch/2026/November/11_11-22-BrightPachyderm.mp4
The round once fired will attach to the surface its hits (Cars, Helicopters, Boats, Bases) This will then add a tracking marker to the map that will move with object its attached to. The tracker lasts for 5 minutes but has an audio beep and a red flashing LED
Added sticky bean can grenades too:
*https://files.facepunch.com/lukester/2026/November/11_11-02-DarkorchidBellsnake.mp4
map_creator_biome_fix -> main
Map Creator overrides are no longer cleared when its window closes, entering play mode already resets them
map_creator_biome_fix -> main
Another use for honey Sticky Grenades. Can be attached to any entity including players:
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Fixed the Map Creator biome pick being ignored, its overrides now carry through the play mode domain reload in SessionState and are applied before the scene loads
Record per-system timings in every benchmark scene
Sync .github from main (845dc095ded) (#6)
Changeset:
169668 Change mac build to arm64-only
Remove redundant index-to-value dictionaries from ListHashSet and ListDictionary
Fixed some issues with the wetness effects and glass shaders
Animated building blocks now update the rain grid when open/closed
Playing around with a new puddle feature
*Hand placed in monuments, animates in and out via alpha over time
Works nicely with the hand placed water spout fx I added earlier, so when it rains some parts of a structure can have big gushes of water and puddles can appear beneath them
Puddles don't respect the rain occlusion system so we can use them in placed that would otherwise not be wet but might make sense for a puddle
Just using some generic noise as a puddle texture, could be replaced with something a bit nicer
https://files.facepunch.com/jarryd-campi/2026/November/Unity_KZCezAcmDg.mp4
Testing out some manually placed water effects
Raindrops are now illuminated by distant light flares
* https://files.facepunch.com/jarryd-campi/2026/November/Unity_wKkR1wBhvT.mp4
Picks the 16 flares closest to the center of the screen to pass to the shader
Has some issues, there's no simple way to handle the flares being occluded by other geometry, we could maybe get away with it?
Make weapons in turrets take damage when shooting, same wear rate as a player shooting.
* When the turrets weapon breaks, its laser will turn off and it will spark.
* https://files.facepunch.com/el-hog/2026/November/11_12-27-SophisticatedMice.mp4
Language selector in the panel preview window