158,600 Commits over 4,566 Days - 1.45cph!

12 Minutes Ago
Optimized rain particles - rain patches now use a closest hit sphere cast instead of GamePhysics.Trace, it collected every colliders down a 1km column to keep only the top one - a patch only casts again when it moves - coming back from an alt tab doesnt fire 64 casts in the same frame - fixed rain falling under some roofs Editor profiling raining at missile silo, average per frame: 0.42ms -> 0.06ms standing, 0.11ms running, 0.14ms at 20m/s Applies to snow too
21 Minutes Ago
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22 Minutes Ago
Fix test that sometimes randomly fails in editor because server and client share one TOD_Sky
40 Minutes Ago
Fixed the niche FX 6 point shader to use the new pipeline's forward+ light buffer. Fixes some smoke lighting issues.
49 Minutes Ago
Rework how outdoor herd sized are measured to make the 9 max herd cap more robust, instead of each cow checking only their neighboors, each neighboor checks their neighboors recursively Stretched herds no longer then allow the cap to be bypassed Perf is same, because then the other cows don't need to run their own queries, so the same total amount of queries are run Wild cows are skipped as they can't reproduce so don't need to know about their herd size
1 Hour Ago
Fix lamb not using the same eye/mouth mask as adults, and having their eye/mouth tinted brown/black
1 Hour Ago
- Fix client pooling not resetting livestock stats properly, showing incorrect or fluctuating stat before first network update - When a cow has no owner, the owner UI is replaced with "no owner, feed at a trough to claim" - Fix trust UI showing "can breed" even though trust doesn't factor in breeding anymore, instead show "will defend you" - Rename the trust thresholds, shy>curious>can be led>will defend you for females and babies, hostile>wary>can be led>will defend you for males - Female cows will also attack anyone that attacks their owner, as if they were their calf (and only owner is defended, not others)
1 Hour Ago
Tweaks to IgnoreRotation and RoadFlare to support better lighting on updated flare.
1 Hour Ago
Update rust native libraries for all platforms
1 Hour Ago
- Make recessive genes factor in the buy price you get with the NPC - Make the buyer NPC comment on hidden bad genes / inbred cows / true god cows with good recessives - Hint at recessive genes in the genes UI
1 Hour Ago
Fixed misconfigured raiding tests failing after the triangle splash bug fix
2 Hours Ago
merge from animalfootsteps_optims
2 Hours Ago
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2 Hours Ago
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2 Hours Ago
merge from optimize_spawn_distribution_simple -> main
2 Hours Ago
merge from main -> softcore_tc_limit/map_icons
2 Hours Ago
merge from render_pipeline_testing
2 Hours Ago
fix RRP missing pixelation censorship size override + fov logic
2 Hours Ago
Fix TCs being sent to you when on tutorial island Fix TCs on tutorial island being sent to you (if the island isn't instantly cleaned up)
3 Hours Ago
Fix other map views (MLRS, vending, etc) showing TCs on it
3 Hours Ago
Set rabbit animation events culling range to 20
3 Hours Ago
Material reading fixes Fix engine.CloseServer falsely claiming the server is shutting down Update file.Read blocklist * So it doesn't affect file and folder names in DATA path Added 9 new combine related props from licensee repo * Adjusted combine_booth_tall01b.vmt to be less extremely glossy * Preview: https://files.facepunch.com/rubat/2026/October08-3304-MeanIrishsetter.jpg Fixed missing material on that one CS:S prop and EP1 prop
4 Hours Ago
Added AnimatorEventLOD component, disables animation events past a distance Applied to all animals, 100m for most, 20 to 60m for critters For 10 wolves roaming 150m away, all events are now off: 339 B -> 0 per frame Animation update ~0.05ms per frame cheaper
4 Hours Ago
Only create the sound fade modulator once the sound starts fading, saves the allocation for sounds that never fade So we never pay useless modulator allocation
4 Hours Ago
Remove distinction between adults and calves for needs, take into account unborn calves to decide whether to breed or not, to check if we hit the cap (open ground, was already done for in pens)
4 Hours Ago
Prevent old animals (bears, stag, boars, chicken) from sleeping, it looks like they are dead then jumpscare players Fix old animals not running away when shot at a distance Fix bears roaming at high speed
4 Hours Ago
Fix livestock potentially not breeding / eating, is 3 mates / troughts are closer to them but unreachable, even though they have another mate / trough in the pen
4 Hours Ago
merge from render_pipeline_testing
4 Hours Ago
- update water bodies to use RRP renderer lists, much more efficient especially if lots of water bodies are being rendered - store separate list of water bodies with a material blend to avoid looping over all water bodies to update just those every frame
4 Hours Ago
Fix TC label on map able to get a delete button if a network update happens when the map is open and the sleeping bag buttons shuffle
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Don't build quadtree for spawn distributions that feed in a zero length array
5 Hours Ago
FSM now binds all state / transitions "owner" on the first SetState, instead of lazily
5 Hours Ago
Reimplement the tile based version of spawn distributions without the additional optimizations on top - still saves a large amount of memory (700MB vs 780MB before)
5 Hours Ago
Fixed an issue with the setting up the camera properties
5 Hours Ago
pt_boat_turret_rewrite -> turret_viewmodel
5 Hours Ago
pt_boat_turret_rewrite -> main
6 Hours Ago
Reapply livestock petting on new branch Fix rotation not using the agent
6 Hours Ago
merge from threaded_error_cleanup
6 Hours Ago
Ensure the empt flag works
6 Hours Ago
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6 Hours Ago
Update Fleck (788a13c) Fixes ObjectDisposedException spam
Today
merge from main
Today
merge from storageboxbounds_fix
Today
merge from rocket_ragdoll_fix
Today
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Today
merge from triangle_block_isvisible_fix - stops splash damage being applied to triangle floors and frames through walls in some cases
Today
Fix new navmesh stalls on main thread: - build ghost ships async - allow splitting work with more granularity to stay under the budget, else a megabase navmesh tile can go way over, we need to split individual colliders of a tile - cache ToBaseEntity, as it's expensive
Today
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