157,236 Commits over 4,536 Days - 1.44cph!
Critter animals audio tweaks and added crab sounds
Add in livestock analytics
merge from critter_animals
add "ally" status for some critters with other creatures
- noone attacks crabs (they dont have hitbox anyways)
- stags, boars, and bulls dont attack critters
m92 3p anim updates and weapon rig anims
Fix inbred cows looking wrong
Merge from critter_animals
Fixed animal fence and biofuel generator missing from primitive gamemode, reduced scrap cost of fence and gate across all gamemodes
crabs dont spawn in ocean where there's no navmesh
frogs that die while swimming play swimming death anim
frogs transition to swimming animation better
Merge from sandbag_barricade_sounds
Added new sounds to the different sandbag barricade stages/sizes and their ui
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Merge from render_pipeline_testing
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
New detailed frame timing in the F8 performance overlay.
https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
Merge from render_pipeline_testing
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merge from Crossbow_Arrow_Fix
main -> character_customisation
merge from countby_command
merge from automated_testing
- Changed the NGSS shadow sampling code to keep the loops rolled to prevent register pressure.
- Moved the poisson disk arrays to the CPU and passed them in to the GPU as a constant buffer to prevent them from taking up register space.
- Reduced the amount of data needed per AdditionalShadowData element to reduce register usage during the shadow sampling process.
merge from minigun_ammo_reload_fix
Only change livestock hp in 5% increment when mood increases / drops, to avoid networking full entity snapshots everytime health changes because of mood
exported edited viewmodel pulpin anim and slight edit of pull pin to drop transtion on anim.controller
Fix minigun ammo count not updating when reloading it inside a box
Fix the reload option being visible when already at max ammo capacity
Cherrypick of
165805 from mt_snapshot_saving
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Optim: defer loading of small atlases, and pack them into ui dynamic bundle
Prevents loading of ~30 atlases (original and small), which saves another ~250MB
Tests: booted stnadalone build and compared snapshots. navigated to store with failloads and made sure small atlas versions are picked up
Fixed bull item name and description in prefab.
Fix issue with grenade starting in the wrong place when deploying the last in a stack in 1st person
Cherrypick
165386 (Added IsAbsolute to RustFlexText)
Merge from rrp_ui_grabpass
Use GetTemporaryRT for UI blur capture
Animal fence (+graveyard fence) category Misc -> Construction
Fix being able to recycle milky and creamy teas since it makes no sense
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biofuel_generator -> main
merge from texture_optimization_2026
Indicator lights listen to their being disabled