156,523 Commits over 4,536 Days - 1.44cph!

17 Days Ago
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17 Days Ago
merge from hab_armor_LOD_fix
17 Days Ago
removed door that was baked into lod3 of the hab armor causing the door to change position
17 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
17 Days Ago
arrowhead_load_fix_2 -> main
17 Days Ago
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Disabled playOnShow on blocker stage change particle FX
17 Days Ago
Possible fix for deployment of the triangle hatches sometimes being blocked by nearby deployables
17 Days Ago
Merge from main
17 Days Ago
Add some prevent movement colliders to the barrel blockers which persist between destruction stages
17 Days Ago
Disable steering input when UI visible
17 Days Ago
Fixed the GrabPass error spam coming from the Simple Water shader
17 Days Ago
Phrase fix
17 Days Ago
cleaned up test scene and meshes
17 Days Ago
Fixed the GrabPass error spam coming from the Particle/Refraction shader
17 Days Ago
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
17 Days Ago
Manifest
17 Days Ago
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
17 Days Ago
merge from glass_ar
17 Days Ago
Fix potential mismatch of enabled colliders on server and client on monument blockers Fix collapse blocker holding invalid reference to one of its colliders
17 Days Ago
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
17 Days Ago
Fixed ShowToast_Translated not parsing tokenized phrase
17 Days Ago
Post merge manifest
17 Days Ago
Fix "guid is empty" server error when first dropping certain items
17 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
17 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
18 Days Ago
Crystal AK - adjusted entity LOD distances, final LOD was too close when in character's hands
18 Days Ago
Merge from main
18 Days Ago
Merge from deployablefencegate
18 Days Ago
Merge from LOD preview branch to bring in new viewport tool
18 Days Ago
Merge from main
18 Days Ago
Merge from main
18 Days Ago
Remove unnecessary components from static piano S2P floating cities, outpost
18 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.
18 Days Ago
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
18 Days Ago
Merged Jarryd's changes to LOD preview
18 Days Ago
More textures
18 Days Ago
Resized some LOD textures
18 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
18 Days Ago
Contact list note fix
18 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)
18 Days Ago
Merge from parent
18 Days Ago
Merge from parent
18 Days Ago
Merge from main
18 Days Ago
Car steering max clamp improvement when using analogue
18 Days Ago
Fix NRE when a livestock animal dies
18 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