158,400 Commits over 4,566 Days - 1.45cph!
- Flare 3p anims now use the grenade animation subsystem
- Flare player model controller is an override of the grenade controller
- Add drop state to flare viewmodel anim controller
- Survey charge player model anims gets its own controller rather than using the molotov controller
- Add TwoHandMask to HeldEntity subsystem, which grenade subsystem inherits
- Convert molotov to use grenade subsystem
biofuel_generator_pool_fix -> main
Fix biofuel generator pooling bug
merge from buildingplan_deploy_fix
firecracker drop vm anim edited
Fix incorrect shot settings
merge from wounded_sound_fix
update softcore_tc_limit/map_icons
Minor shadow changes/fixes
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Merge from livestock_animals
Fix viewmodel drop animations not playing for spectators
Merge from livestock_animals
Merge from render_pipeline_testing
Reapplied MenuUI2_Settings prefab changes as they were removed by the merge from main
Fix a 10 year old bug causing the wounded first person sound to never play in builds, only in editor outside the Bootstrap scene
Caused by it getting requested before the SoundManager was initialized, since 2016
Lowered its volume by 50% because it was really loud
https://files.facepunch.com/cipeax/2026/October/07_17-10-DesertedLimpet.mp4
merge from main -> softcore_tc_limit
Removed the RRP option from the experimental tab, also removed the Shadow Caching disabled the shadow caching toggle, as it currently isn't supported on RRP
merge from optimize_world_server_clear/maps -> main
- only the server clearing WorldSerialization maps part, not the later NativeArray changes
exported flare/molotov vm/3p drop anims
Refactor world.maps.Clear() -> ClearMaps()
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Fix a rare BasePlayer.OnDied NRE when using the admin injure command
Merge from wind_motion_vectors
merge from baseplayer_ondied_nre_fix
Merge motion vector fixes
Fix artifacts at screen edges when motion blur is enabled
Add `forceMotionVector` flag for view models to avoid smearing hairy things across the ground
Add the new hair rendering to Core/Hair to make horse hair and other hairy things look better
Fixed server hip movement causing the horse to never sleep (regression from
167107
Fixed dismounted horses keeping their head turned and hip braced
- Remove supersampling when creating icons (huge performance boost)
- Disable categories with no extra options
Merge: from netmsg_loadmap
- Buildfix
Tests: compile sim
Buildfix: move client-var into CLIENT scope
Tests: compiler simulator
Fixed pooling bugs messing with horse animations
Merge from render_pipeline_testing
Default gamepad support enabled to true
Combined all of the Deferred Rendering Debugger overlays into 1 drop down field, as only 1 can be active at a time
Merge: from netmsg_loadmap
- Update: reimplement network message as a client RPC
Tests: reloaded playground in C+S editor
Update: replace bespoke network message with a player client RPC
Tests: reloaded playground in C+S editor
Converted the camera debug pass to an unsafe pass
Fixed the flipped UVs when sampling the rendering layer texture during the shadow debug overlay pass
Added a Renderering Debugger overlay for shadows
We can now get rid of the duped ridersync in the LateUpdate now that we don't control the spine pos from the IK
Chops another 0.42ms per frame for 50 moving horses
Removed LegsAnimator on the server, we now use the existing ground normal raycasts to calculate the hip position
Hip pos calulcation on the server for 50 moving horses:
2.2ms -> 0.09ms