142,059 Commits over 4,536 Days - 1.30cph!
Marked as saved to config:
- espcanvas.MaxNameplates
Exposed EspCanvas client commands to be called from the server:
- espcanvas.NameplateAutosize
- espcanvas.NameplateAutosize_Falloff
- espcanvas.OverrideMaxDisplayDistance
- espcanvas.DisableOcclusionChecks
- espcanvas.ShowHealth
- espcanvas.ColourCodeTeams
- espcanvas.UseRandomTeamColours
- espcanvas.ShowVoip
Generate and connect animation montages, add hurt and death behaviours + anims
clean up animators after removals
add different sleep cycles for critters
- rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
Delete duplicates and replace the original animals
setting up nailgun refresh prefab/anims
remove squirrel and rabbit interest mechanics 😔
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
First pass on Vendor B for the randomised train tunnel rooms
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
Updating glass ak viewmodel rig
- 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
Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
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
Cliff LOD texture optimization
Fixed some broken LOD textures
More LOD texture size changes
- Fix incorrect age calculations
- Fix predicted projectiles step not using the sim position
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
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.
Fix fadeout when going from one deploy animation to another
- Lazily resolve grenades predicted visual
- Add convar
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
Fix boar chasing too fast, fix animals not running away properly when player on foundation
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
Fix animals clipping with the player
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.
merge from fuse_clan_score_fix
main -> grenade_client_prediction
merge from hab_armor_LOD_fix
removed door that was baked into lod3 of the hab armor causing the door to change position
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
Disabled playOnShow on blocker stage change particle FX
Possible fix for deployment of the triangle hatches sometimes being blocked by nearby deployables
Add some prevent movement colliders to the barrel blockers which persist between destruction stages
Disable steering input when UI visible
Fixed the GrabPass error spam coming from the Simple Water shader
cleaned up test scene and meshes
Fixed the GrabPass error spam coming from the Particle/Refraction shader
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
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
Fix potential mismatch of enabled colliders on server and client on monument blockers
Fix collapse blocker holding invalid reference to one of its colliders