139,530 Commits over 4,505 Days - 1.29cph!
Fix depth assignment in terrain prepass
Hooked up sale info in-game UI
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
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
Stables_b is now playable in editor
Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
Merge from monument_blockers_fixes
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
Compile fix (don't use editor only function)
Add some padding to terrain depth prepass distance
Added "Keep on target" text to homing launcher UI
- Reduced the lock on timer by 30%
https://files.facepunch.com/el-hog/2026/August/25_09-32-WorthlessDanishswedishfarmdog.mp4
AlphaBatchFitter improvements and alphamap toggle convar that switches between terrain material feature
Group upkeep modifier now takes into account any unique players authed on a code lock
If a player is not authed on a TC but is authed on a code lock controlled by that TC then they will contribute to upkeep costs
Runs through the same 24h window as TC auth
Can be disabled via decay.upkeep_group_count_locks
Added tests to verify behaviour
Merge from modular_car_handling_improvements
Minor tweaks
Prevent players using toggle duck getting stuck with handbrake on
Apply the raw tyre force regardless of whether the handbrake is on
Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)
Hunters and fish pie 2 > 1 mushroom
dead log resource gib meshes and setup
isn't currently supported as nothing in the resource family gibs
WIP Oil rigs no longer despawn all crates when the server restarts, large rig converted, small rig to go
- Reworked the reset setup, attached a generator to the main reset so it can be saved, removed the smaller puzzleresets for each of the rooms
- Puzzle now force-resets on server restart, unless there's players nearby - this also fixes getting killed while sleeping if you happened to be near any puzzle when the server goes down
- Crates get saved so if you were in the middle of hacking the locked crate, it just continues after restart
- Various other stuff to allow the puzzlereset to correctly find its reset entities and reset objects again afterwards
- Puzzle itself saveloads references to spawned crates so it doesn't spawn duplicates on the next reset
- ScientistBoatOilrigManager is no longer an entity (not needed)
- Slight refactor, lots more cleanup to be done
merge from main -> Hackweek_CompostUI
merge from Squirrel_test -> critter_animals
Fixed potential NRE in FadeCanvasGroup
optimised ao textures for vehicles, generic textures and misc items.
halved 2k -> 1k with almost zero visual difference, not enough to warrant the double res
328 MB -> 192 MB vram
merge from Rabbit_test -> critter_animals
add WIP frog "interested" state, which currently makes it look for shallow water and then start croaking
russian roulette;
- updated game model art
- added both ammo model types to indicate rounds in play for applicable rev types
- added chain connector model for python pick cases
- added preview baked textures
- updated material and prefab
Fix navmesh generating in places in shouldn't, potential fix for "navmesh failed to be created", and optimization of NPC path following
merge from Frog_Branch -> critter_animals
Update: submitting the results of script run
Tests: none
Update(editor): automate copying of original resource to DynamicResourceRef
- change DynamicResourceRef to be a class type (reflection modification on values is quite a bit oh hassle). Will try to fix later if I got time
Tests: ran the new script, checked the modified prefabs
Path following optimizations (around double perf), also a bunch of instrumentation and a benchmark setup:
- only string pull the beginning of the path, we will string pull again eventually so not need to run the algo for the whole path (steering agents only)
- only re-string pull the current path if we moved past a threshold or passed a path corner, not every frame (steering agents only)
- when chasing a moving target, instead of recalculating a new path, try to extend the previous path a bit instead to save time
- use unity transform SetPositionAndRotation instead of setting both independantly
- fuse some native method calls, so that we only call one method and skip the interop cost for the other call
- do not check corridor validity if no tile has changed since pathing
Update: Add DynamicResourceRef to UI_StoreTakeover
- amend prop drawer to invoke the right prop
Tests: none
fix animations of frogs not playing, skating sideways, and movement speed issues
merge from main -> fix_hotbar_swap_overstack
Fix hotbar swapping not working with overstacks
- move the RPC completely serverside so it can swap overstacks (thinking was we didn't need a network++ originally if we kept it clientside but forgot swapping overstacks is awkward)
- keep existing admin checks
optimised props ao textures as it was the same issue with 227 of them, most carrying sources far bigger than they ship at and storing a single channel as rgb.
resized to existing max cap 110 files
rgb -> 8-bit grey 183 files
halved 2k -> 1k 24 files
146.3 MB -> 96.3 MB vram
merge from main -> base_occlusion