142,074 Commits over 4,536 Days - 1.31cph!

20 Minutes Ago
wind turbine guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 20 -> 8, rebuilt from the LOD1 parts in blender so 20.9k tris -> 8.2k
22 Minutes Ago
Codegen
48 Minutes Ago
further optimisation to the boat building station guide mesh guide draws 9 -> 2
59 Minutes Ago
Quick rumble/haptics test using a reflection hack for now
59 Minutes Ago
merge from render_pipeline_testing (various fixes)
1 Hour Ago
strip all the blending shit, idle just works
1 Hour Ago
hook up igniting/throwing for flare in 3rd person, offset the spawn position of flares
1 Hour Ago
First attempts at spawning predicted grenades at the hand prop position and lerping to the centre of the screen so grenades don't come out of our mouth
1 Hour Ago
Exposed more client commands to be called from the server: - admin.admintime - admin.adminlight - admin.adminreflectionmultiplier - admin.adminambientmultiplier - admin.underwater_effect - admin.underwater_cinematic - admin.underwater_scatter - admin.woundedfreecam - admin.disable_clouds - admin.adminclouds - admin.adminfog - admin.adminwind - admin.adminrain - admin.overrideOceanEnvironmentLerp - global.god
1 Hour Ago
don't do RRP motion blur outside play mode or in non-game view
1 Hour Ago
fix water caustics and contact shadows not working with deferred+ in RRP
1 Hour Ago
Merge from parent
1 Hour Ago
Merge from main
1 Hour Ago
Merge from analogue_steering
1 Hour Ago
Added analogue accelerate/brake support. Mapped to triggers for driving control set. Mapped horn and swap seat buttons/binds. Don't steer when in UI. Updated VDFs.
2 Hours Ago
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
2 Hours Ago
fix broken frosted glass
2 Hours Ago
Generate and connect animation montages, add hurt and death behaviours + anims
3 Hours Ago
merge from main
4 Hours Ago
clean up animators after removals
4 Hours Ago
add different sleep cycles for critters - rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
4 Hours Ago
Delete duplicates and replace the original animals
4 Hours Ago
setting up nailgun refresh prefab/anims
4 Hours Ago
remove squirrel and rabbit interest mechanics 😔
4 Hours 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
5 Hours Ago
First pass on Vendor B for the randomised train tunnel rooms
5 Hours Ago
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
5 Hours Ago
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
5 Hours Ago
Updating glass ak viewmodel rig
5 Hours 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
5 Hours Ago
Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
5 Hours 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
5 Hours Ago
Cliff LOD texture optimization Fixed some broken LOD textures
5 Hours Ago
More LOD texture size changes
6 Hours Ago
- Fix incorrect age calculations - Fix predicted projectiles step not using the sim position
6 Hours 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
6 Hours 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.
6 Hours Ago
Fix fadeout when going from one deploy animation to another
- Lazily resolve grenades predicted visual - Add convar
Today
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
Today
Fix boar chasing too fast, fix animals not running away properly when player on foundation
Today
Merge from main
Today
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
Today
Fix animals clipping with the player
Today
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
Today
merge from fuse_clan_score_fix
main -> grenade_client_prediction
Today
merge from hab_armor_LOD_fix
Today
removed door that was baked into lod3 of the hab armor causing the door to change position