142,215 Commits over 4,536 Days - 1.31cph!

2 Days Ago
don't do RRP motion blur outside play mode or in non-game view
2 Days Ago
fix water caustics and contact shadows not working with deferred+ in RRP
2 Days Ago
Merge from parent
2 Days Ago
Merge from main
2 Days Ago
Merge from analogue_steering
2 Days Ago
Added analogue accelerate/brake support. Mapped to triggers for driving control set. Mapped horn and swap seat buttons/binds. Don't steer when in UI. Updated VDFs.
2 Days Ago
Marked as saved to config: - espcanvas.MaxNameplates Exposed EspCanvas client commands to be called from the server: - espcanvas.NameplateAutosize - espcanvas.NameplateAutosize_Falloff - espcanvas.OverrideMaxDisplayDistance - espcanvas.DisableOcclusionChecks - espcanvas.ShowHealth - espcanvas.ColourCodeTeams - espcanvas.UseRandomTeamColours - espcanvas.ShowVoip
2 Days Ago
fix broken frosted glass
2 Days Ago
Generate and connect animation montages, add hurt and death behaviours + anims
2 Days Ago
merge from main
2 Days Ago
clean up animators after removals
2 Days Ago
add different sleep cycles for critters - rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
2 Days Ago
Delete duplicates and replace the original animals
2 Days Ago
setting up nailgun refresh prefab/anims
2 Days Ago
remove squirrel and rabbit interest mechanics 😔
2 Days Ago
Fixed Paintball Gun not applying the correct colour setting on 1p/3p and overalls Before: https://files.facepunch.com/raul/2026/September/02_18-03-SurefootedBoutu.mp4 After: https://files.facepunch.com/raul/2026/September/02_17-59-FlowerySnowleopard.mp4
2 Days Ago
First pass on Vendor B for the randomised train tunnel rooms
2 Days Ago
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
2 Days Ago
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
2 Days Ago
Updating glass ak viewmodel rig
2 Days Ago
- Moved the post exposure to be applied before sampling the color grading LUT (this is how BiRP handles it) - Changed color grading Lut to be in LogC even if color grading is set to none
2 Days Ago
Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
2 Days Ago
boat building station guide combined into one mesh and one renderer. Renderers 2 -> 1, station dropped to LOD1 and platform to LOD2 so 45.7k tris -> 14k
2 Days Ago
Cliff LOD texture optimization Fixed some broken LOD textures
2 Days Ago
More LOD texture size changes
2 Days Ago
- Fix incorrect age calculations - Fix predicted projectiles step not using the sim position
2 Days Ago
chandelier guide combined into one mesh and one renderer. Renderers 14 -> 1, guide draws 23 -> 4, rebuilt from the LOD1 parts in blender so 26.7k tris -> 11.4k removed a duplicate cable that had both LOD0 and LOD1 active in the guide
2 Days Ago
player model animation inspector changes: - make timeline tab default - add ik rows - fix toolbar requiring way too much space, - let frame details be shrunk to almost nothing, in a lot of cases you just need to overall view.
2 Days Ago
Fix fadeout when going from one deploy animation to another
2 Days Ago
- Lazily resolve grenades predicted visual - Add convar
2 Days Ago
sail guide combined into one mesh and one renderer. Renderers 25 -> 1, guide draws 26 -> 3, sail body optimised from LOD0 in blender so 22.8k tris -> 10.4k arrows rebuilt as a single mesh replacing the 24 unity cubes the back of the sail fabric now shows in the guide where before only the front rendered https://files.facepunch.com/pilgrim/2026/September/02_14-38-MeatyBoilweevil.mp4
2 Days Ago
Fix boar chasing too fast, fix animals not running away properly when player on foundation
2 Days Ago
Merge from main
2 Days Ago
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
2 Days Ago
Fix animals clipping with the player
2 Days Ago
cannon guide combined into one mesh and one renderer. Renderers 11 -> 1, guide draws 11-> 2, built from the LOD1 parts so 24k tris -> 15k cannon_base LOD chain fix also fixed deployable telephone to properly reference LOD2 instead of doubling up on LOD1 from 15m -> 50m culling distance.
Rin
2 Days Ago
merge from fuse_clan_score_fix
2 Days Ago
main -> grenade_client_prediction
2 Days Ago
merge from hab_armor_LOD_fix
2 Days Ago
removed door that was baked into lod3 of the hab armor causing the door to change position
2 Days Ago
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
2 Days Ago
Disabled playOnShow on blocker stage change particle FX
2 Days Ago
Possible fix for deployment of the triangle hatches sometimes being blocked by nearby deployables
2 Days Ago
Merge from main
2 Days Ago
Add some prevent movement colliders to the barrel blockers which persist between destruction stages
2 Days Ago
Disable steering input when UI visible
2 Days Ago
Fixed the GrabPass error spam coming from the Simple Water shader
2 Days Ago
Phrase fix
2 Days Ago
cleaned up test scene and meshes