141,458 Commits over 4,505 Days - 1.31cph!

Today
merge from more_cliff_fixes
Today
Merge from main
Today
Add HealthThresholdToggle
Today
set gib models to read/write enabled
Yesterday
removed blocker assets from branch & split up train tunnel parts
Yesterday
merge from demo_ui_2
Yesterday
Update: Add DynamicPagePrefab to "shadow" PagePrefab field on ItemStoreTakeover - added default picker rendering to DynamicResourceRefDrawer - ran StoreBundleTool to auto-assign DynamicPagePrefab Tests: inspected the prefab changes
Yesterday
Compile fix
Yesterday
Remove debug logs, slight cleanup + formatting
Yesterday
weapon + tool texture further reduction pass where applicable 45 ao maps 1024/2048 -> 512, reduced m15 worldmodel bc/nrm/sg 2048 -> 1024 (almost no visual difference for 3rd person) vram 44.1mb -> 11.8mb
Yesterday
Hackable crate flag / visual fixes Skip puzzlereset alerts when force resetting after restart
Yesterday
First lot of feedback applied - Decreased body roll - Stopped cars from spinning out, can now handle drifting at higher speeds (cant have both atm) - Smoothed out steering again, was aggressive on roads
Yesterday
added missing rabbit files. Animation, model and prefabs now added.
Yesterday
Glass AR - worldmodel texture rebake
Rin
Yesterday
merge from More_SMGbodies
Rin
Yesterday
Minor increase to SMG body spawn chance Minor decrease to Rifle body spawn chance Why? All rifle body weapons are Workbench Lvl 3, and most SMGs are Workbench Lvl 2. This should help the mid game.
Yesterday
merge from authorize_friend_lag_fix
Yesterday
Some market terminal UI to explain the system
Yesterday
Fix session modal overflowing on long descriptions - preventing you from disconnecting
Yesterday
Optimize SteamFriendsList.Refresh, fixing huge lag spikes when authorizing friends to turrets etc. when theres a lot of players in your team
Yesterday
Merge conflicts
Yesterday
reset locations of gibbable stages
Yesterday
main -> character_customisation
Yesterday
Merge from hackweek_random_skin_crafting
Yesterday
New random icon. Swap material for icon. Cache some stuff.
Yesterday
tuna and bean cans now drop open empty cans when eaten instead of unopened versions empty version are lower in triangle count for LOD0 than the previous world models https://files.facepunch.com/pilgrim/2026/August/25_10-09-GullibleBangeltiger.mp4
Yesterday
Fix Assets/Scripts depending on the test framework, which could potentially break builds that exclude tests
Yesterday
re exporting assets
Yesterday
Merge from render_pipeline_testing
Yesterday
Updated Deferred+ to be compatible with SSS
Yesterday
Move SSAO (and motion vector) passes to before transparent
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
heavy fuse now has a world model updated .item to properly reference it instead of using the burlap sack
Yesterday
Fix ambient light flickering
Yesterday
Merge from launchsiren
Yesterday
Fix the siren off state visibility
Yesterday
Semi automatic pistol: - More damage falloff at range - HQM craft cost 4 -> 6
Yesterday
Merge from main
Yesterday
Fix depth assignment in terrain prepass
Yesterday
merge from main
Rin
Yesterday
S2P swamps a,b,c
Yesterday
Hooked up sale info in-game UI
Yesterday
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
Yesterday
Rework power mechanic Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full If the power plant has at least one fuse active the charge will not decrease Power is no longer deducted per transaction
Yesterday
Merge from main
Yesterday
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
Yesterday
Merge from main
Yesterday
Merge from monument_blockers_fixes
Yesterday
Show health bar when hitting monument blockers Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere