156,226 Commits over 4,536 Days - 1.44cph!

Yesterday
Merge from fp_steamworks_more_gamepad
Yesterday
Merge from main
Yesterday
New automated test checking worldmodels don't have too big of an offset within them, which can cause the worldmodel outline to disappear when the outline visibility origin is too far outside its collider (was recently an issue with the ladder) Fixed 8 problematic worldmodels
Yesterday
merge from automated_testing
Yesterday
merge from customvitals_noise_fix
Yesterday
Fixed the custom vital template not having the background.tile sprite assigned, missing its texture - it now matches with the rest of our vitals
Yesterday
NMS loot room Launch site room fix
Yesterday
merge from sv_clientadmin_exposures
Yesterday
Exposed weather.load and weather.reset to be callable on the client from the server Codegen
Yesterday
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
Yesterday
Merge: from ui_store_slim_ram/blurhash - New: HttpImage now know how to render blurhash images as loading placeholders Tests: navigated through store
Yesterday
Bugfix: if httpimagedelay expires, use results of first request that completed Tests: navigated store with httpimagedelay 10 and waiting till it expired
Yesterday
Update: generate blur textures of matching aspect ratio to original image Tests: inspected store with httpimagedelay
Yesterday
merge from main
Yesterday
Add HDR version of the default cubemap Update localization files Fixed a graceful crash with prop_vehicle_crane Fixed "Invalid HitboxSet" warnings with util.Trace Minor cleanups
Yesterday
Turn in place: chest-led rotation, 45 degree steps, head IK toggle player_model.prefab - head Gain 1.6->0.5 / Max 30->9.1, chest Onset 14->0 / Gain 1.0->2.2 / Max 20->28, TurnSpineLowerShare 0.45->0.85: the chest now carries the aim from the first degree of offset instead of the head absorbing ~19 degrees first, which is what caused the gun/aim disparity. PlayerModel.Turn.cs - turnminstepangle default 90->45: only the 90 clip was reachable so every commit swung a full 90 regardless of need, and this also drops the re-commit stability floor from 45 to 22.5. PlayerModel.Ik.cs - added pm_headik static (default on, no behaviour change) to disable the head look IK, which proved the head/gun misalignment and idle/ADS snap come from the IK rather than the animation export. DevTurnTuner.cs - on screen Head IK button plus L hotkey so that toggle is reachable in play without the console.
Yesterday
grenade_client_prediction -> main
Yesterday
- Fix complex on throw result - Compile fixes
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from Frog_Branch -> critter_animals
Yesterday
Update: StoreBundleTool improvements - deduplicate serialized objects to reduce number of saves - deduplicate ProxyPaths to reduce number of field-callback invocations - document loss of data and why it happens Tests: ran the script
Yesterday
exported updated frog anims
Yesterday
main -> grenade_client_prediction
Yesterday
merge from render_pipeline_testing
Yesterday
work around weird skinviewer viewmodel errors
Yesterday
Another fencing deployment pass Fix them being sunk into terrain quite a bit by default, prevent sinking them further in while connecting to another fence Slightly improve placement on sloped terrain, allowed them to be placed at an angle (within 20°) Got rid of a baked in rotation in all of the sockets
Yesterday
Water treatment plant and sewer branch loot rooms
Yesterday
Define fixes
Yesterday
updated lamb model with new lods. added and updated new lamb fur textures. added lamb fur lod material.
Yesterday
exported updated frog anims
Yesterday
Rework comparers.
Yesterday
▊▊ ▋▊▊▅▅ ▍▄▌▅ ▅▅▆▄▆▄▊ ▋▍ ▋▇▌▅▆▍▇ ▋▋▊▄▍▋ ▇█ ▉▇▌ ▆▇▉▌▆▇▅ ▉▅▄▌ ▇▉▇▄█▄▆ ▋▉ █▊▌▇▆▇▌ ▅█▌ ▌▉▌▅▇██▍ ▄▉▍▊ ▌▆▍█▅▊▌▆▆▅▋▋▇ ▉█▆ ▉▌▉▍▅▇ ▆▇ █▇▍▊ ▄▅▅ ▆▊▋▌▊▇▋▆▅▆ ▅▉▊▋▄ ▌▋▍▆▇▆ ▍▍██▄ ▊▍
Yesterday
Bit more polish on randomised room L wires + pipes
Yesterday
updated milk icon
Yesterday
report_player_bots_fix -> main
Yesterday
Add textured milk jar with volume-preserving slosh, faster liquid updates and pooled surface meshes - will need a programmer to look over added milk icon https://files.facepunch.com/pilgrim/2026/September/15_15-39-VioletSapsucker.mp4
Yesterday
Stop bots showing up in the report player window
Yesterday
pefab explosive setup on some weapons
Yesterday
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
Yesterday
Glyph/bind resolution cleanup
Yesterday
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
Yesterday
merge from hazmat_trophy_fixes
Yesterday
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
Yesterday
▋▄▉▄█▋▍▌ ▊▉▊▄██ ▌▋▌▆ ▋ ▄▍▉▋▉ ▋▌▇█▋▊▋█ ▆█▌▍▉ ▆▄▍▍▌ ▊▆▅▌▍█ ▇▉▇▅▌▅▌▆▆▄▆ ▉▇▉▄▍▌ ▅▋▍ ▊▌▅▉ ▅▌▅ ▅▌█▇▌▍ ▌▅▆▇▊▉▅▉▉ ▊▉▍█▉▇▋▋█▄▅ ▍▌█▇▌▍▄▍▋ █▋▊█▊█ ▇▌▊▆▉ ▊▇▄▆ ▉▉▋▇▋█▅▄▇▋▍▄▋ ▌▉▊▉▅▌▅▌▍ ▉▋▄▄▌ ▄▅██
Yesterday
Updated Beef Prefabs to have world models linked
Yesterday
▋█▅▉█▍▄▌ ▇▌▅█▄ ███ ▄ ▄▋▆▊▄█▌▉ ▉▊▆▆▄▍▍ ██ ▅▌ ▍▍▋ ▋▇▆▉▄ ▅▅▆█▅▆ ▅▆ █▋█ ▋▄▇ ▄▍▇▌▊▆
Yesterday
Refactor duplicate stick suppression calls
Yesterday
Added new frog textures and materials. applied them to the frog_rig.fbx
Yesterday
Polish to small randomised room L + wires and decals added