155,839 Commits over 4,536 Days - 1.43cph!
- Fix inbred procedural texture being applied to healthy cows, and actually inbred cows looking healthy
- Disable srgb for cows bias maps
Re-add livestock pattern tester script (to add to cow lod 0)
- Gate all prediction errors behind a preafb
- if prediction fails, just dont bother with it
Converted the light bins into bitmasks that contain light indices to reduce the overall memory overhead of light binning
Merge from render_pipeline_testing (fixed)
Re-apply improved hair and beard rendering cleanly
Subtract borked changeset
Merge from fuse_analytics_fix
Merge from render_pipeline_testing
Pass on penned cow with unreachable distractors around:
- Fix curious cows being so curious they forget to eat
- Walk to herd now check multiple cows not just nearest one (else it gives up at first unreachable)
- Walk to trough now checks multiple troughs not just nearest one
- Prevent bull from charging unreachable targets
- Happy run wanders if player target is unreachable
Correction to the player element returned for fuses
Updated calf prefabs with new mesh and materials. updated bull bias map
merge from sv_console_terminal_fix
Update rust native for all platforms
Make server own visibility for the livestock status panel not client, so only server decide if we want to hide genes or not client has no say
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merge from sv_console_terminal_fix x2
Added more OS-specific guardrails and merged a few #ifs 🤞
RRP: Massively improved hair and beard rendering when TAA or DLSS are enabled. All other anti-aliasing modes now use simple cutout to appear less noisy.
Hopefully fixed cubemap issues on Linux and AMD GPUs
Temporarily disable (32bit) MacOS builds
* Maybe not so temporarily
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Merge from animal_fencing_v2
Animal fence inventory sounds.
Update: back every dynamic sprite url in store with a blur hash field
Going to setup data next
Tests: compiles
Put the livestock server code back behind #if SERVER
add nullcheck for `playable is invalid` error kicking players out
Fix throwing 3p anim still playing when switching between items
Update: license file for blurhash
Tests: none
Update: HttpImage - add option to generate loading image from BlurHash
- using bf58763 release dll from from https://github.com/MarkusPalcer/blurhash.net
- add debug convar shop.loaddelay to test loading images
- Stop UI_StoreItemTile from deactivating it's cover image
- httpImage no longer hides it's targetted image when loading a texture if it has a loading texture
Tests: navigated and clicked through various store views
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Cow knockdown and sheep stomp animations added
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Updated Calf model to have a male version.
- Large code cleanup
- Remove a bunch of unneeded, over engineered crap
- Move HideUntilMobile preprocess into throwghost
Merge from wr_visual_config
merge from rail_junction_improvements :railway_track:
merge from arrow_gibs_fix
Merge from loading_analytics
- fixed missing arms on boatplanner prefab
- deleted redundant files
- renamed f1 grenade and anims to match v_ convention
cherrypicked ladder fix from biofuel branch
Initial light depth binning implementation
Improve rail junctions at procedural branchings and connections to monuments
- Fixes branch junctions still rarely being impassable by train due to generating with more than the max of 10° tangent difference allowed by collation
- Improves general smoothness of junctions, also fixing cases where they would start off onto the wrong side of the parent rail, then crossing right after, causing confusion when driving over them because you press LEFT but end up going RIGHT
- Tries to untangle parallel tunnel entrance connections that sometimes like to cross over each other - falls back to doing nothing if it can't improve it
Before | After:
https://files.facepunch.com/cipeax/2026/September/example1.png
https://files.facepunch.com/cipeax/2026/September/example2.png
https://files.facepunch.com/cipeax/2026/September/example3.png