155,663 Commits over 4,536 Days - 1.43cph!

35 Minutes Ago
Made a start on being able to toggle specular contribution from specific lights. Still needs support for the Core path and Forward+ rendered objects
50 Minutes Ago
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
1 Hour Ago
Fix oversized landmines - worldmodel optimisation changed the shared mesh import scale from 0.5 (this was changed 4 years ago) to 1, doubling placed mines. Halved all four LOD meshes in Blender and re-exported to restore the original size whilst keeping the import scale 1.
1 Hour Ago
merge from ent_nre_fix
1 Hour Ago
merge from 2Cave2Furious
1 Hour Ago
merge from arrow_collision_fix
1 Hour Ago
Arrow collision fix
1 Hour Ago
Fix obsolete comment about coats
1 Hour Ago
Second pass on livestock naming
1 Hour Ago
Hook up the procedural cow textures derived from genes
4 Hours Ago
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case) Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks
4 Hours Ago
merge from main -> sentry_upload
5 Hours Ago
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
5 Hours Ago
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6 Hours Ago
Removed PropRenderers from 32 prefabs that don't need them
6 Hours Ago
Icon generator window refactor Can now be run from anywhere, regardless of scene Runs a realtime viewport with moue controls for zooming, panning and rotating Added a button to match another prop renderer, copies all of the settings from one prop renderer to another Added an overlay option, loads a sprite and overlays it on the viewport with a fade slider so we can eyeball match icons Open icon generator button int he inspector now opens the window, doesn't change scene Fixed prefabs that have a PropRenderer but were not found in the icon generator list - any PropRenderer in the project will now appear in the list after a refresh (refresh takes twice as long though)
Today
Fixed a few places where we were caching a static reference to the scrap item def, we have ItemLookup in ItemManager that does this for us Deduct scrap when purchasing animals
Today
First pass on livestock naming
Today
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Allow base ResourceEntity's to spawn gibs when depleted
Today
Reapplied the fix for the crate spawning in cave_small_Easy, committed the scene this time, S2P cave
Today
Cleanup some of the code
Today
Merge from main (stomped test list)
Today
Fixed an occasional NRE when running `ent` commands on entities that are dead but haven't been cleared from the client yet (eg. spamming the command on dropped items on lower server and client FPS) Mild new list cleanup
Merge from itemdesc_alignment_fix
Change item description text horizontal alignment in GameUI.Inventory from Justified to Left Fixes the characters looking stretched and inconsistent between item description strings. Justified also never applies to the last line, so only the last line would look normal Before https://files.facepunch.com/martynchapman/2026/September/09_21-26-VitalXuanhuasaurus.png After https://files.facepunch.com/martynchapman/2026/September/09_21-26-FractalSpidermonkey.png
Merge from headitem_overlays_fix
- Fix heavy plate helmet and diving mask screen overlays disappearing when downed or dead - Fix heavy plate helmet audio muffling being cancelled by the wounded mixer snapshot. Muffling now has its own lowpass stage on the In Game and Player Voices groups, so it can mix with other snapshots instead of competing for the one snapshot slot - Helmet muffling is inactive for snapshots like CCTV and Underwater as that felt correct - Remove UIPrisonerHoodOverlay, it's overriden behaviour is what the base class UIBlackoutOverlay does by default now
Today
crab texture sizes
Today
Cherrypick CS 163721 (the command to test crash uploads) to the newer branch
Today
- Make genes impact cow selling price - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
Today
- Make better tests for livestock capture, including with the new pen - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
merge from Cow_pattern_testing
Today
add admin convar to scale density of global atmophere fog
Sheep traits setup
Today
fix saturation difference in RRP due to incorrectly placed sharpen filter
added debug visualiser to fur shader
Today
Added automated test to check collectable entities have a token and phrase
Today
first pass at seaturtles, with ocean locomotion turtles use movement similar to sharks, with their own budgeted queue for movement processing fixed population convars for other critters removed unnecessary timers from save/load of critters
Today
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
Today
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
Today
Fix livestock fence being ignore by navmesh
Set up procedural materials on cow/bull/calf Added temp pattern tester to LOD0 renderers
Today
Move livestock convars out of ai. and into their own factory
Hair smears in bitangent direction instead of tangent
Rin
Today
Further improved deployment
merge from fur_shader_improvements
Today
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
Today
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Today
merge from BBQRadialMenu