142,050 Commits over 4,536 Days - 1.30cph!

15 Minutes Ago
Fixed Paintball Gun not applying the correct colour setting on 1p/3p and overalls Before: https://files.facepunch.com/raul/2026/September/02_18-03-SurefootedBoutu.mp4 After: https://files.facepunch.com/raul/2026/September/02_17-59-FlowerySnowleopard.mp4
36 Minutes Ago
First pass on Vendor B for the randomised train tunnel rooms
55 Minutes Ago
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
1 Hour Ago
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
1 Hour Ago
Updating glass ak viewmodel rig
1 Hour Ago
- Moved the post exposure to be applied before sampling the color grading LUT (this is how BiRP handles it) - Changed color grading Lut to be in LogC even if color grading is set to none
1 Hour Ago
Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
1 Hour Ago
boat building station guide combined into one mesh and one renderer. Renderers 2 -> 1, station dropped to LOD1 and platform to LOD2 so 45.7k tris -> 14k
1 Hour Ago
Cliff LOD texture optimization Fixed some broken LOD textures
1 Hour Ago
More LOD texture size changes
1 Hour Ago
- Fix incorrect age calculations - Fix predicted projectiles step not using the sim position
1 Hour Ago
chandelier guide combined into one mesh and one renderer. Renderers 14 -> 1, guide draws 23 -> 4, rebuilt from the LOD1 parts in blender so 26.7k tris -> 11.4k removed a duplicate cable that had both LOD0 and LOD1 active in the guide
1 Hour Ago
player model animation inspector changes: - make timeline tab default - add ik rows - fix toolbar requiring way too much space, - let frame details be shrunk to almost nothing, in a lot of cases you just need to overall view.
1 Hour Ago
Fix fadeout when going from one deploy animation to another
2 Hours Ago
- Lazily resolve grenades predicted visual - Add convar
3 Hours Ago
sail guide combined into one mesh and one renderer. Renderers 25 -> 1, guide draws 26 -> 3, sail body optimised from LOD0 in blender so 22.8k tris -> 10.4k arrows rebuilt as a single mesh replacing the 24 unity cubes the back of the sail fabric now shows in the guide where before only the front rendered https://files.facepunch.com/pilgrim/2026/September/02_14-38-MeatyBoilweevil.mp4
3 Hours Ago
Fix boar chasing too fast, fix animals not running away properly when player on foundation
3 Hours Ago
Merge from main
3 Hours Ago
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
3 Hours Ago
Fix animals clipping with the player
3 Hours Ago
cannon guide combined into one mesh and one renderer. Renderers 11 -> 1, guide draws 11-> 2, built from the LOD1 parts so 24k tris -> 15k cannon_base LOD chain fix also fixed deployable telephone to properly reference LOD2 instead of doubling up on LOD1 from 15m -> 50m culling distance.
Rin
4 Hours Ago
merge from fuse_clan_score_fix
4 Hours Ago
main -> grenade_client_prediction
4 Hours Ago
merge from hab_armor_LOD_fix
4 Hours Ago
removed door that was baked into lod3 of the hab armor causing the door to change position
4 Hours Ago
Refactored BowWeapon and CrossbowWeapon to have a shared ArrowWeapon class Standardise them to have a single exposed 'Extra Arrow Renderers' list that can arrows outside arrowRoot Standardise turret workflow
4 Hours Ago
Disabled playOnShow on blocker stage change particle FX
4 Hours Ago
Possible fix for deployment of the triangle hatches sometimes being blocked by nearby deployables
5 Hours Ago
Merge from main
5 Hours Ago
Add some prevent movement colliders to the barrel blockers which persist between destruction stages
6 Hours Ago
Disable steering input when UI visible
6 Hours Ago
Fixed the GrabPass error spam coming from the Simple Water shader
6 Hours Ago
Phrase fix
6 Hours Ago
cleaned up test scene and meshes
6 Hours Ago
Fixed the GrabPass error spam coming from the Particle/Refraction shader
6 Hours Ago
fixed the fuel tank and fridge junk LOD chains as they were broken fuel_tank_a_600 and a_900 had their LOD3 at 300m, the same distance as the cull, so it never showed - moved to 150m and gave a_900 the cull state it was missing whcih meant it was never culling fuel_tank_b_300/600/900/900_alt moved their last LOD switch from 50m to 150m to match, and the last LOD on all six tanks no longer casts shadows fuel tanks LOD distances are unified now fridge_junk door had the same dead state at 80m - LOD2 now switches at 50m ran s2p
Today
Manifest
Today
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
Today
merge from glass_ar
Fix potential mismatch of enabled colliders on server and client on monument blockers Fix collapse blocker holding invalid reference to one of its colliders
Today
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
Today
Fixed ShowToast_Translated not parsing tokenized phrase
Today
Post merge manifest
Today
Fix "guid is empty" server error when first dropping certain items
Today
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
Today
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
Today
Crystal AK - adjusted entity LOD distances, final LOD was too close when in character's hands
Today
Merge from main
Today
Merge from deployablefencegate