161,993 Commits over 4,597 Days - 1.47cph!

1 Hour Ago
Optimize: conveyors sleep until one of the attached containers have an item in it change
1 Hour Ago
Merge splitters into split blocks when every branch holds only split storages
1 Hour Ago
Add tests for cupboards chained through splitters and combiners
1 Hour Ago
Fill tool cupboards evenly, like furnaces
1 Hour Ago
Resave tool cupboard prefabs
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
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2 Hours Ago
Add parallax mapping to bullet decals
2 Hours Ago
F1 console update - commands describe their arguments, so the UI can show the signature and suggest values as you type * Tells you exactly what parameters are expected in what order, their types and value ranges, whether they are optional or required, they can have added help texts * Custom autocomplete sources such as file names when loading configs, item or entity names https://files.facepunch.com/cipeax/2026/November/11_00-58-IntrepidGoldfinch.mp4
3 Hours Ago
Limit camera recordings to 60s and tapes to 5 minutes of demos
3 Hours Ago
Play back voice chat recorded on camera tapes
3 Hours Ago
share vclouds render between sun and sunless water reflection probe
4 Hours Ago
Implement rising rivers during rainfall, shelving here because it doesn't work very well * Server prebakes the lowest and highest river levels and lerps between them Problem is after a few proc gen tests in most cases this looks bad and results in a visible water edge We'd need actual water physics? Not worth it https://files.facepunch.com/jarryd-campi/2026/November/Unity_yXJIos8h4u.mp4
4 Hours Ago
don't run water window pass copy unless underwater
4 Hours Ago
Record EnvSync into camera tapes
4 Hours Ago
Added additional option to customise shaft style (i.e. skins) to fletching jig dialogue
4 Hours Ago
remove water ambient lighting interpolator on upward facing water surfaces
4 Hours Ago
Fix test runner getting tripped up by an empty string being used as a parameter
4 Hours Ago
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4 Hours Ago
implement proper ocean patch culling in ocean hull shader
5 Hours Ago
Expose wind turbulence to weather preset, raise it on heavy rain so we get more foliage movement
5 Hours Ago
Some randomisation to rain speeds
5 Hours Ago
Fixed small band of wetness in some base corners
5 Hours Ago
Fix water drops appearing to clip through the ceiling when standing underneath them
5 Hours Ago
Disable any wetness rendering in edit mode, better terrain falloff
5 Hours Ago
Added a new weather preset editing window, sets weather settings instantly bypassing any easing
5 Hours Ago
Changeset: 169668 Change mac build to arm64-only
5 Hours Ago
Rejigged the arrow customisation UI to be full screen and better match Rust's UI. Increased viewport size of arrow preview. More colours added.
5 Hours Ago
- Fixed wrong DLL being excluded from Win32 srcds (oopsie) - Merged Pull Requests - Check `AdminOnly` field when spawning vehicles - TTT: Ignore unknown modes in ttt_mute_team
6 Hours Ago
Fix more cases
6 Hours Ago
Fix up some bad cases when scientists would not flank properly
6 Hours Ago
fix missing render graph reads for water shadow stuff
6 Hours Ago
fix trunction of float4 lodInfo in WaterShore.cginc
6 Hours Ago
fix water sun shadow filter running twice per pixel
6 Hours Ago
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Today
Added arrow preview to fletching jig dialogue window so now you can preview your customisation
Today
Handle cases where the player is killed or dismounted while playing back a tape
Today
Run the manifest update so committed item ids match builds
Today
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Today
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Today
More escape capture stuff
Today
Updated gamepad escape calls
Today
Updated component specimen, added more button styles
Today
Added slider component
Today
Added draggable component
Today
Codegen
Today
Added InputField component
Today
Moved F7 pump out of Client.Input to a default bind like the F1 console
Today
Moved out global escape capture out of mainmenu manager because it never made sense. Added Client.Input