198,638 Commits over 4,140 Days - 2.00cph!

13 Days Ago
Fixed computer station snapping Fixed cooking workbench snapping
13 Days Ago
fix double shadows
13 Days Ago
do not copy shadow mode from renderer to avoid rendering shadows twice
13 Days Ago
revert protocol version
13 Days Ago
merge from main
13 Days Ago
snap_deployment_improvements -> main
13 Days Ago
Further refinements to snapping feel
13 Days Ago
Fixed screen mode setting changing the wrong convar
13 Days Ago
Fix bug which could cause a 'wall' to be returned when it should've been deployable snapping Prevent corner hits from easily hitting the floor Ensured float checks on score dont lose float accuracy
13 Days Ago
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state Tests: ran the scene
13 Days Ago
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
13 Days Ago
Update: BaseRaidBench - give players projectile weapons on spawn For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating Tests: ran the bench scene
13 Days Ago
Fix Typo in ServerAdminPlayerInfo
13 Days Ago
13 Days Ago
Finishing up blend layers on floating walkways
13 Days Ago
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13 Days Ago
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
13 Days Ago
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13 Days Ago
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
13 Days Ago
merge from new_menu
13 Days Ago
Exclude soft mask assembly from obfuscation
13 Days Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
13 Days Ago
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13 Days Ago
merge from store-june-2025
13 Days Ago
merge from legacy_wall_gate_sitem
13 Days Ago
merge from player_report_endpoint_changes
13 Days Ago
merge from compound_spawn_tweaks
13 Days Ago
ghost ship trawler exterior textures resize on many onboard props ship name decal prep
13 Days Ago
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
13 Days Ago
Water barrel cant snap to other water barrels, bounds are too hard to work with
13 Days Ago
snap_deployable_improvements -> main
13 Days Ago
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13 Days Ago
snap_deployable_improvements -> main
13 Days Ago
Fixed storage barrel b corner snapping
13 Days Ago
Cleanup
13 Days Ago
Fix typo on legacy wood - updated strings
13 Days Ago
Merge from main
13 Days Ago
Fixed snapping not working right on brutalist foundations
13 Days Ago
Continuing working on blends for floating walkways
13 Days Ago
merge from new_menu
13 Days Ago
Added a missing Preserve attribute in SoftMask, constructor fails in obfuscated clients
13 Days Ago
Removed SetPhrase in Bootstrap, localization isnt loaded at this point
13 Days Ago
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
13 Days Ago
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
13 Days Ago
set repairable definition correctly so items can be spraypaint skinned
13 Days Ago
Deployable snapping setting Fixed some padding issues
13 Days Ago
Added new UI sound slider to the new settings menu
13 Days Ago
Added new map markers binds in the settings
13 Days Ago
Added a button to reset keybinds individually
13 Days Ago
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene