142,071 Commits over 4,536 Days - 1.31cph!

11 Minutes Ago
Quick rumble/haptics test using a reflection hack for now
12 Minutes Ago
merge from render_pipeline_testing (various fixes)
14 Minutes Ago
strip all the blending shit, idle just works
20 Minutes Ago
hook up igniting/throwing for flare in 3rd person, offset the spawn position of flares
26 Minutes Ago
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
32 Minutes Ago
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
45 Minutes Ago
don't do RRP motion blur outside play mode or in non-game view
1 Hour Ago
fix water caustics and contact shadows not working with deferred+ in RRP
1 Hour Ago
Merge from parent
1 Hour Ago
Merge from main
1 Hour Ago
Merge from analogue_steering
1 Hour Ago
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.
1 Hour Ago
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
1 Hour Ago
fix broken frosted glass
1 Hour Ago
Generate and connect animation montages, add hurt and death behaviours + anims
3 Hours Ago
merge from main
3 Hours Ago
clean up animators after removals
3 Hours Ago
add different sleep cycles for critters - rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
3 Hours Ago
Delete duplicates and replace the original animals
3 Hours Ago
setting up nailgun refresh prefab/anims
3 Hours Ago
remove squirrel and rabbit interest mechanics 😔
3 Hours Ago
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
4 Hours Ago
First pass on Vendor B for the randomised train tunnel rooms
4 Hours Ago
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
4 Hours Ago
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
4 Hours Ago
Updating glass ak viewmodel rig
4 Hours Ago
- 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
4 Hours Ago
Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
4 Hours Ago
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
5 Hours Ago
Cliff LOD texture optimization Fixed some broken LOD textures
5 Hours Ago
More LOD texture size changes
5 Hours Ago
- Fix incorrect age calculations - Fix predicted projectiles step not using the sim position
5 Hours Ago
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
5 Hours Ago
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.
5 Hours Ago
Fix fadeout when going from one deploy animation to another
5 Hours Ago
- Lazily resolve grenades predicted visual - Add convar
6 Hours Ago
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
6 Hours Ago
Fix boar chasing too fast, fix animals not running away properly when player on foundation
6 Hours Ago
Merge from main
Today
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
Today
Fix animals clipping with the player
Today
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
Today
merge from fuse_clan_score_fix
main -> grenade_client_prediction
Today
merge from hab_armor_LOD_fix
Today
removed door that was baked into lod3 of the hab armor causing the door to change position
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
Disabled playOnShow on blocker stage change particle FX
Today
Possible fix for deployment of the triangle hatches sometimes being blocked by nearby deployables