142,119 Commits over 4,536 Days - 1.31cph!

Today
strip all the blending shit, idle just works
Today
hook up igniting/throwing for flare in 3rd person, offset the spawn position of flares
First attempts at spawning predicted grenades at the hand prop position and lerping to the centre of the screen so grenades don't come out of our mouth
Today
Exposed more client commands to be called from the server: - admin.admintime - admin.adminlight - admin.adminreflectionmultiplier - admin.adminambientmultiplier - admin.underwater_effect - admin.underwater_cinematic - admin.underwater_scatter - admin.woundedfreecam - admin.disable_clouds - admin.adminclouds - admin.adminfog - admin.adminwind - admin.adminrain - admin.overrideOceanEnvironmentLerp - global.god
Today
don't do RRP motion blur outside play mode or in non-game view
Today
fix water caustics and contact shadows not working with deferred+ in RRP
Today
Merge from parent
Today
Merge from main
Today
Merge from analogue_steering
Today
Added analogue accelerate/brake support. Mapped to triggers for driving control set. Mapped horn and swap seat buttons/binds. Don't steer when in UI. Updated VDFs.
Today
Marked as saved to config: - espcanvas.MaxNameplates Exposed EspCanvas client commands to be called from the server: - espcanvas.NameplateAutosize - espcanvas.NameplateAutosize_Falloff - espcanvas.OverrideMaxDisplayDistance - espcanvas.DisableOcclusionChecks - espcanvas.ShowHealth - espcanvas.ColourCodeTeams - espcanvas.UseRandomTeamColours - espcanvas.ShowVoip
Today
fix broken frosted glass
Today
Generate and connect animation montages, add hurt and death behaviours + anims
Today
merge from main
Today
clean up animators after removals
Today
add different sleep cycles for critters - rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
Today
Delete duplicates and replace the original animals
Today
setting up nailgun refresh prefab/anims
Today
remove squirrel and rabbit interest mechanics 😔
Today
Fixed Paintball Gun not applying the correct colour setting on 1p/3p and overalls Before: https://files.facepunch.com/raul/2026/September/02_18-03-SurefootedBoutu.mp4 After: https://files.facepunch.com/raul/2026/September/02_17-59-FlowerySnowleopard.mp4
Today
First pass on Vendor B for the randomised train tunnel rooms
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
Today
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
Today
Updating glass ak viewmodel rig
Today
- Moved the post exposure to be applied before sampling the color grading LUT (this is how BiRP handles it) - Changed color grading Lut to be in LogC even if color grading is set to none
Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
Today
boat building station guide combined into one mesh and one renderer. Renderers 2 -> 1, station dropped to LOD1 and platform to LOD2 so 45.7k tris -> 14k
Cliff LOD texture optimization Fixed some broken LOD textures
More LOD texture size changes
- Fix incorrect age calculations - Fix predicted projectiles step not using the sim position
Today
chandelier guide combined into one mesh and one renderer. Renderers 14 -> 1, guide draws 23 -> 4, rebuilt from the LOD1 parts in blender so 26.7k tris -> 11.4k removed a duplicate cable that had both LOD0 and LOD1 active in the guide
Today
player model animation inspector changes: - make timeline tab default - add ik rows - fix toolbar requiring way too much space, - let frame details be shrunk to almost nothing, in a lot of cases you just need to overall view.
Today
Fix fadeout when going from one deploy animation to another
Yesterday
- Lazily resolve grenades predicted visual - Add convar
Yesterday
sail guide combined into one mesh and one renderer. Renderers 25 -> 1, guide draws 26 -> 3, sail body optimised from LOD0 in blender so 22.8k tris -> 10.4k arrows rebuilt as a single mesh replacing the 24 unity cubes the back of the sail fabric now shows in the guide where before only the front rendered https://files.facepunch.com/pilgrim/2026/September/02_14-38-MeatyBoilweevil.mp4
Yesterday
Fix boar chasing too fast, fix animals not running away properly when player on foundation
Yesterday
Merge from main
Yesterday
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
Yesterday
Fix animals clipping with the player
Yesterday
cannon guide combined into one mesh and one renderer. Renderers 11 -> 1, guide draws 11-> 2, built from the LOD1 parts so 24k tris -> 15k cannon_base LOD chain fix also fixed deployable telephone to properly reference LOD2 instead of doubling up on LOD1 from 15m -> 50m culling distance.
Rin
Yesterday
merge from fuse_clan_score_fix
Yesterday
main -> grenade_client_prediction
Yesterday
merge from hab_armor_LOD_fix
Yesterday
removed door that was baked into lod3 of the hab armor causing the door to change position
Yesterday
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
Yesterday
Disabled playOnShow on blocker stage change particle FX
Yesterday
Possible fix for deployment of the triangle hatches sometimes being blocked by nearby deployables
Yesterday
Merge from main
Yesterday
Add some prevent movement colliders to the barrel blockers which persist between destruction stages