142,175 Commits over 4,536 Days - 1.31cph!

Yesterday
removed door that was baked into lod3 of the hab armor causing the door to change position
Yesterday
Refactored BowWeapon and CrossbowWeapon to have a shared ArrowWeapon class Standardise them to have a single exposed 'Extra Arrow Renderers' list that can arrows outside arrowRoot Standardise turret workflow
Yesterday
Disabled playOnShow on blocker stage change particle FX
Yesterday
Possible fix for deployment of the triangle hatches sometimes being blocked by nearby deployables
Yesterday
Merge from main
Yesterday
Add some prevent movement colliders to the barrel blockers which persist between destruction stages
Yesterday
Disable steering input when UI visible
Yesterday
Fixed the GrabPass error spam coming from the Simple Water shader
Yesterday
Phrase fix
Yesterday
cleaned up test scene and meshes
Yesterday
Fixed the GrabPass error spam coming from the Particle/Refraction shader
Yesterday
fixed the fuel tank and fridge junk LOD chains as they were broken fuel_tank_a_600 and a_900 had their LOD3 at 300m, the same distance as the cull, so it never showed - moved to 150m and gave a_900 the cull state it was missing whcih meant it was never culling fuel_tank_b_300/600/900/900_alt moved their last LOD switch from 50m to 150m to match, and the last LOD on all six tanks no longer casts shadows fuel tanks LOD distances are unified now fridge_junk door had the same dead state at 80m - LOD2 now switches at 50m ran s2p
Yesterday
Manifest
Yesterday
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup Should make copying the setup over to the other rigs faster
Rin
Yesterday
merge from glass_ar
Yesterday
Fix potential mismatch of enabled colliders on server and client on monument blockers Fix collapse blocker holding invalid reference to one of its colliders
Yesterday
Finalized full implementation of the server console on Linux - behaves the same as on Windows, including overriding -logfile https://files.facepunch.com/raul/2026/September/02_11-59-CaringPeacock.mp4
Yesterday
Fixed ShowToast_Translated not parsing tokenized phrase
Yesterday
Post merge manifest
2 Days Ago
Fix "guid is empty" server error when first dropping certain items
2 Days Ago
workbench upgrade visuals now share the workbench LOD distances 1/50/150 cull 250, this also matches the workbench upgrade empty states added the missing cull states on recyclebin, salvage and efficiency and fixed engineer culling at 25m now a lot more consistent and unified
2 Days Ago
added the missing cull state to 5 props that drew their last LOD forever - pork and wolf oven meat, small battery, satellite control console, kayak paddle
2 Days Ago
Crystal AK - adjusted entity LOD distances, final LOD was too close when in character's hands
2 Days Ago
Merge from main
2 Days Ago
Merge from deployablefencegate
2 Days Ago
Merge from LOD preview branch to bring in new viewport tool
2 Days Ago
Merge from main
2 Days Ago
Merge from main
2 Days Ago
Remove unnecessary components from static piano S2P floating cities, outpost
2 Days Ago
fixed raw and spoiled pork ran LOD0, 1, 2, 3, then LOD0 again at 35 m, so past 35 m they draw eight times more than at 15 m never culling. fixed Human meat and wolf meat (oven and raw) had a similar issue but repeated their cheapest mesh instead of culling.
2 Days Ago
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
2 Days Ago
Merged Jarryd's changes to LOD preview
2 Days Ago
More textures
2 Days Ago
Resized some LOD textures
2 Days Ago
set rig to none and disabled animation import on 31 workbench upgrade fbxs including their gibs, none of them contain a rig or animation and generic rig was adding a dead animator to every model root
2 Days Ago
Contact list note fix
2 Days Ago
fixed efficiency upgrade coming in way too big. last lod was okay - must have been in local mode on lod 2 when applying the transforms in blender (they have to be all visible)
2 Days Ago
Merge from parent
2 Days Ago
Merge from parent
2 Days Ago
Merge from main
2 Days Ago
Car steering max clamp improvement when using analogue
2 Days Ago
Fix NRE when a livestock animal dies
2 Days Ago
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
2 Days Ago
Disable shield compatibility with flashlight
2 Days Ago
Update the item information panel when a player changes the selected skin when crafting Fixes egg vision not appearing when changing between wolf headress skins
2 Days Ago
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
2 Days Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
2 Days Ago
Clean up allocation when mounting a car
2 Days Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
2 Days Ago
Added TOAST explaining that a handbrake now exists in modular cars Will play a max total of 5 times whenever a player mounts the drivers seat