141,356 Commits over 4,505 Days - 1.31cph!
texture reduction pass - deployable, tools, food, component items:
71 textures touched, 38 resolutions brought down
an apple had a 2k ao map at runtime
vram 55.1MB -> 9.5MB
Update: ran "Update UI bundle assignments"
- fixed it up to skip reimporting assets with correct bundle assignations
Tests: checked meta files
Update: progress on reviving dynamic shop assets
- restore most of ui logic to cache/uncache dynamic bundle
- make storeitemdlc use dyn ref for page prefab
- change store logic to create empty tiles on warmup, then fill with content once opened
Tests: ran through the store in the editor. it's broken in a bunch of different ways, but seeing signs of system engaging, so progress
russian roulette;
- updated textures
- updated material
- fixed suffix naming
modular car wheel fix
left wheels swapped over to use wheel_b.fbx instead of flipping wheel_a.fbx, right side stays on wheel_a
no more mirrored wheels on 2, 3 or 4 module - fixes the flipped normals
cleared the leftover rotations on the wheels
https://files.facepunch.com/pilgrim/2026/August/25_19-17-ShadowyHerculesbeetle.png
Merge from attackheli_armour_damage
Merge from main and heli gibs
HealthThresholdToggle improvements
Launchsite / made the rocket factory ledge taller
Merge from modular_car_handling_improvements
merged flashlight refresh
Fix low res navmesh on ghost ships
Reduce the size of the main cabin collider so it doesn't block shots through the newly exposed gaps when panels come off
- updated turn on/off viewmodel anims
- set up events for switch sounds in 1p and 3p
- edited current 1p and 3p deploy sounds to fit new anims
- Setup new Toggleable light weapon as a base type to cleanup the flashlight code
- Prevent having to do two get components everytime TurnOffAllLights() is ran
- Remove the hack in TipFlashlight
Glass AR - worldmodel texture update and resize, removed unused textures
Setup collider/visual toggle groups.
Added "Col" to collider group names so they're unique in inspector lists.
basic rabbit setup, renamed all animation files for consistent prefix and lowercase
Attack heli specific code from earlier
Buff radwater so it does significant damage to full kits
Implement new scaling system that reduces rad amounts via sacled protection rather than straight values - used with only sprinklers + rad water
Remove the duplicate client colliders for front panel
HealthThresholdToggle list support
merge from analytics_wm_tris
Add worldmodel tri count for LOD0 meshes as field in item definition dump
session_modal_overflow_fix -> main
Fix description scroll not working
Clamp some flex elements so the connect modal cant overspill anymore and stretch itself so much that you cant see disconnect
same as attack heli - setup hab armour colliders properly for both client+server so they can be removed properly
added collision mesh for the frame
updted prefab
First pass boiler room (random room) shell
Cargo ship no longer despawns its crates on server restart / does more loot cycles but randomly starts leaving inbetween - whole event should now saveload correctly
- Saves the loot rounds that have passed, re-schedules the remaining correctly
- Saves available spawn point indices so crates don't spawn on top of each other
Fix old ais fleeing when player jumps
give this a try cause why not
HQM ore texture and HQM collectible art
made chanegs to the attack heli colliders left, front and right panels so tht they can be toggled off when removed.
merge from main -> fix_hotbar_swap_overstack
Bear rug: 100% comfort within 2m of the comfort trigger spheres. Gradual falloff until 3m.
Rug: 100% comfort within 1m of the comfort trigger spheres. Gradual falloff until 2m.
Previous fixes would have meant these deployables would have only given a solo player 25% comfort. Boosted values to not destroy years long gameplay behaviour
Update: add DynamicFullscreenSprite and DynamicGallerySprite to shadow respective fields on UI_StoreItemOverlayPage
- updated StoreBundleTool to also inspect private fields marked with SerializeField
- updated PageElementDrawer to render DynamicRef fields (and fix layout issues)
- ran UpdateDynRefs
Tests: inspected serialized prefabs
merge from main (conflicts resolved)
camera, obsidian knife, vampire stake texture reduction among others
11 maps 2048 -> 1024,
vram 24.8MB -> 6.2MB
Changed functionality of flashlight to be like the torch, now r/click to turn on/off (press f removed)
- New flashlightWeapon.cs
- Updated animator with new states (viewmodel wants_on/is_on/ignite/extinguish/lit_idle)
- Added 1st pass anims (wip)
- setup different admires based on state
- 3p setup
- updated 3p states, new child controller & anim for turning on/off
- Tool tip updated to reflect changes
= BasePlayer-Server.cs (extinguish on sleep/disconnect)
- RpcCalls.cs (dispatch table for Ignite/Extinguish)
merge from more_cliff_fixes