155,839 Commits over 4,536 Days - 1.43cph!

41 Minutes Ago
- Fix inbred procedural texture being applied to healthy cows, and actually inbred cows looking healthy - Disable srgb for cows bias maps
43 Minutes Ago
Re-add livestock pattern tester script (to add to cow lod 0)
1 Hour Ago
- Gate all prediction errors behind a preafb - if prediction fails, just dont bother with it
1 Hour Ago
Converted the light bins into bitmasks that contain light indices to reduce the overall memory overhead of light binning
1 Hour Ago
Merge from render_pipeline_testing (fixed)
1 Hour Ago
Re-apply improved hair and beard rendering cleanly
1 Hour Ago
Merge from main
1 Hour Ago
Subtract borked changeset
1 Hour Ago
Merge from fuse_analytics_fix
1 Hour Ago
Merge from render_pipeline_testing
2 Hours Ago
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
2 Hours Ago
Correction to the player element returned for fuses
2 Hours Ago
Reverted that line
2 Hours Ago
Updated calf prefabs with new mesh and materials. updated bull bias map
2 Hours Ago
merge from sv_console_terminal_fix
2 Hours Ago
Added more guardrails
2 Hours Ago
Update rust native for all platforms
2 Hours Ago
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
3 Hours Ago
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3 Hours Ago
merge from sv_console_terminal_fix x2
3 Hours Ago
Added more OS-specific guardrails and merged a few #ifs 🤞
3 Hours Ago
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.
3 Hours Ago
Hopefully fixed cubemap issues on Linux and AMD GPUs Temporarily disable (32bit) MacOS builds * Maybe not so temporarily
3 Hours Ago
Subtract 163953
3 Hours Ago
merge from main
3 Hours Ago
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3 Hours Ago
Merge from animal_fencing_v2
3 Hours Ago
Animal fence inventory sounds.
3 Hours Ago
Update: back every dynamic sprite url in store with a blur hash field Going to setup data next Tests: compiles
3 Hours Ago
WR config compile fix
3 Hours Ago
Put the livestock server code back behind #if SERVER
4 Hours Ago
add nullcheck for `playable is invalid` error kicking players out
4 Hours Ago
Fix throwing 3p anim still playing when switching between items
4 Hours Ago
Update: license file for blurhash Tests: none
4 Hours Ago
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
4 Hours Ago
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4 Hours Ago
Cow knockdown and sheep stomp animations added
4 Hours Ago
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4 Hours Ago
Updated Calf model to have a male version.
4 Hours Ago
- Large code cleanup - Remove a bunch of unneeded, over engineered crap - Move HideUntilMobile preprocess into throwghost
5 Hours Ago
Merge from wr_visual_config
5 Hours Ago
merge from rail_junction_improvements :railway_track:
5 Hours Ago
merge from typo_fixes
5 Hours Ago
merge from arrow_gibs_fix
6 Hours Ago
subtracting 163933
6 Hours Ago
Merge from loading_analytics
Today
- fixed missing arms on boatplanner prefab - deleted redundant files - renamed f1 grenade and anims to match v_ convention
Today
cherrypicked ladder fix from biofuel branch
Today
Initial light depth binning implementation
Today
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