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140,264 Commits over 4,536 Days - 1.29cph!

28 Minutes Ago
Manifest
28 Minutes Ago
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup Should make copying the setup over to the other rigs faster
Rin
29 Minutes Ago
merge from glass_ar
29 Minutes Ago
Fix potential mismatch of enabled colliders on server and client on monument blockers Fix collapse blocker holding invalid reference to one of its colliders
33 Minutes Ago
Finalized full implementation of the server console on Linux - behaves the same as on Windows, including overriding -logfile https://files.facepunch.com/raul/2026/September/02_11-59-CaringPeacock.mp4
38 Minutes Ago
Fixed ShowToast_Translated not parsing tokenized phrase
38 Minutes Ago
Post merge manifest
42 Minutes Ago
Fix "guid is empty" server error when first dropping certain items
52 Minutes Ago
workbench upgrade visuals now share the workbench LOD distances 1/50/150 cull 250, this also matches the workbench upgrade empty states added the missing cull states on recyclebin, salvage and efficiency and fixed engineer culling at 25m now a lot more consistent and unified
1 Hour Ago
added the missing cull state to 5 props that drew their last LOD forever - pork and wolf oven meat, small battery, satellite control console, kayak paddle
1 Hour Ago
Crystal AK - adjusted entity LOD distances, final LOD was too close when in character's hands
1 Hour Ago
Merge from main
1 Hour Ago
Merge from deployablefencegate
1 Hour Ago
Merge from LOD preview branch to bring in new viewport tool
1 Hour Ago
Merge from main
1 Hour Ago
Merge from main
1 Hour Ago
Remove unnecessary components from static piano S2P floating cities, outpost
1 Hour Ago
fixed raw and spoiled pork ran LOD0, 1, 2, 3, then LOD0 again at 35 m, so past 35 m they draw eight times more than at 15 m never culling. fixed Human meat and wolf meat (oven and raw) had a similar issue but repeated their cheapest mesh instead of culling.
2 Hours Ago
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
2 Hours Ago
Merged Jarryd's changes to LOD preview
2 Hours Ago
More textures
2 Hours Ago
Resized some LOD textures
3 Hours Ago
set rig to none and disabled animation import on 31 workbench upgrade fbxs including their gibs, none of them contain a rig or animation and generic rig was adding a dead animator to every model root
3 Hours Ago
Contact list note fix
3 Hours Ago
fixed efficiency upgrade coming in way too big. last lod was okay - must have been in local mode on lod 2 when applying the transforms in blender (they have to be all visible)
4 Hours Ago
Merge from parent
4 Hours Ago
Merge from parent
4 Hours Ago
Merge from main
4 Hours Ago
Car steering max clamp improvement when using analogue
5 Hours Ago
Fix NRE when a livestock animal dies
6 Hours Ago
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
Today
Disable shield compatibility with flashlight
Today
Update the item information panel when a player changes the selected skin when crafting Fixes egg vision not appearing when changing between wolf headress skins
Today
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
Today
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
Today
Clean up allocation when mounting a car
Today
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
Today
Added TOAST explaining that a handbrake now exists in modular cars Will play a max total of 5 times whenever a player mounts the drivers seat
Today
Added an overlay opacity slider to the preview tool
Today
Merge from modular_car_handling_improvements
Today
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
Today
Adjusted steeringwheel lerp Adjsuted a couple of other steering values to match Stopped struggling multiplier applying when a car has a handbrake applied
Today
fixed wooden loot crate not having enough force in the gibs
Today
updated spike trap to fix low resolution texture on the bottom of the world model - world model is a bit bigger in size as a result. changed the guide mesh to use LOD2 instead of 3 so the spikes are present in the guide mesh https://files.facepunch.com/pilgrim/2026/September/02_00-13-LazyBlackandtancoonhound.mp4
Today
scaled down digital clock worldmodel by .5 for a more realistic size (looked noticeably bigger than it ought to)
Today
electrical fuse now has a world model - significantly cheaper than burlap sack LOD0
Today
merge from main
Today
merge from main
Today
update flashlight icon
Today
Stripped out the Windows Host-specific legacy implementation and polished the VT100 console compatibility (still backward compatible with Windows Host consoles)