139,586 Commits over 4,505 Days - 1.29cph!
session_modal_overflow_fix -> main
Fix description scroll not working
Clamp some flex elements so the connect modal cant overspill anymore and stretch itself so much that you cant see disconnect
same as attack heli - setup hab armour colliders properly for both client+server so they can be removed properly
added collision mesh for the frame
updted prefab
First pass boiler room (random room) shell
Cargo ship no longer despawns its crates on server restart / does more loot cycles but randomly starts leaving inbetween - whole event should now saveload correctly
- Saves the loot rounds that have passed, re-schedules the remaining correctly
- Saves available spawn point indices so crates don't spawn on top of each other
Fix old ais fleeing when player jumps
give this a try cause why not
HQM ore texture and HQM collectible art
made chanegs to the attack heli colliders left, front and right panels so tht they can be toggled off when removed.
merge from main -> fix_hotbar_swap_overstack
Bear rug: 100% comfort within 2m of the comfort trigger spheres. Gradual falloff until 3m.
Rug: 100% comfort within 1m of the comfort trigger spheres. Gradual falloff until 2m.
Previous fixes would have meant these deployables would have only given a solo player 25% comfort. Boosted values to not destroy years long gameplay behaviour
Update: add DynamicFullscreenSprite and DynamicGallerySprite to shadow respective fields on UI_StoreItemOverlayPage
- updated StoreBundleTool to also inspect private fields marked with SerializeField
- updated PageElementDrawer to render DynamicRef fields (and fix layout issues)
- ran UpdateDynRefs
Tests: inspected serialized prefabs
merge from main (conflicts resolved)
camera, obsidian knife, vampire stake texture reduction among others
11 maps 2048 -> 1024,
vram 24.8MB -> 6.2MB
Changed functionality of flashlight to be like the torch, now r/click to turn on/off (press f removed)
- New flashlightWeapon.cs
- Updated animator with new states (viewmodel wants_on/is_on/ignite/extinguish/lit_idle)
- Added 1st pass anims (wip)
- setup different admires based on state
- 3p setup
- updated 3p states, new child controller & anim for turning on/off
- Tool tip updated to reflect changes
= BasePlayer-Server.cs (extinguish on sleep/disconnect)
- RpcCalls.cs (dispatch table for Ignite/Extinguish)
merge from more_cliff_fixes
Add HealthThresholdToggle
set gib models to read/write enabled
removed blocker assets from branch & split up train tunnel parts
Update: Add DynamicPagePrefab to "shadow" PagePrefab field on ItemStoreTakeover
- added default picker rendering to DynamicResourceRefDrawer
- ran StoreBundleTool to auto-assign DynamicPagePrefab
Tests: inspected the prefab changes
Remove debug logs, slight cleanup + formatting
weapon + tool texture further reduction pass where applicable
45 ao maps 1024/2048 -> 512,
reduced m15 worldmodel bc/nrm/sg 2048 -> 1024 (almost no visual difference for 3rd person)
vram 44.1mb -> 11.8mb
Hackable crate flag / visual fixes
Skip puzzlereset alerts when force resetting after restart
First lot of feedback applied
- Decreased body roll
- Stopped cars from spinning out, can now handle drifting at higher speeds (cant have both atm)
- Smoothed out steering again, was aggressive on roads
added missing rabbit files. Animation, model and prefabs now added.
Glass AR - worldmodel texture rebake
merge from More_SMGbodies
Minor increase to SMG body spawn chance
Minor decrease to Rifle body spawn chance
Why? All rifle body weapons are Workbench Lvl 3, and most SMGs are Workbench Lvl 2. This should help the mid game.
merge from authorize_friend_lag_fix
Some market terminal UI to explain the system
Fix session modal overflowing on long descriptions - preventing you from disconnecting
Optimize SteamFriendsList.Refresh, fixing huge lag spikes when authorizing friends to turrets etc. when theres a lot of players in your team
reset locations of gibbable stages
main -> character_customisation
Merge from hackweek_random_skin_crafting
New random icon. Swap material for icon.
Cache some stuff.
tuna and bean cans now drop open empty cans when eaten instead of unopened versions
empty version are lower in triangle count for LOD0 than the previous world models
https://files.facepunch.com/pilgrim/2026/August/25_10-09-GullibleBangeltiger.mp4
Fix Assets/Scripts depending on the test framework, which could potentially break builds that exclude tests
Merge from render_pipeline_testing
Updated Deferred+ to be compatible with SSS
Move SSAO (and motion vector) passes to before transparent