141,188 Commits over 4,505 Days - 1.31cph!
Buildfix: fix merge issues
Tests: editor opens
Merge: from hackweek_unsafescriptingaccess
- Bugfix for exception on boot for missing DLL entrypoint
Tests: booted into craggy on windows
Bugfix: grab latest binaries for Rust.Native
One of them was stale, breaking the feature
Tests: booted into craggy on windows - no more exception
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code
Added changes that should have been checked out with the last commit
Added support for Deferred+ lighting
SAM site vs drone buffs wip:
Missiles use a proximity fuse against drones (reusing the MLRS trigger), lead vs them without aim error at 2.25x speed, and destroy drone-dropped explosives mid-air (no fireballs)
merge from swamp_tree_buff
Increase all swamp tree wood harvest from 300 to 1000
Random includes the default skin now too
More suspension/steering/grip tweaks from testing, can be further tweaked after feedback
Removed the burnout/launch attempt, wasn't working right
Fixed engine revs to use front wheel speed instead of rear (AWD so no difference)
Rear wheels now visually lock during a handbrake instead spinning
merge from main, fix proto conflict
Market terminal now needs charge from the powerplant to function
Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant
Each transaction costs 10 charge
Marketplace terminal UI shows current charge
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
Merge from render_pipeline_testing
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
Added functionality for a TC to modify upkeep rate based on how many players are authed
Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group
Setup with some very placeholder values for now for testing
Tier 0 - first 4 players add 0% to upkeep
Tier 1 - next 6 players add 2% upkeep each
Tier 2 - any further players add 4% upkeep each
This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep
When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep
Very, very WIP, for internal evaluation for now
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Make sure we only send entiites when a door opens immediately based on a convar, so we can do normal slower snapshot queue when doors are opened and we send entiites and let the "closer than 30m send everything" prevent pop-in
Merge from new_navmesh_fixes
Merge from cactus_impact_effects
Merge from FoundationMeleeLOS_fix
Merge from high_external_wallgate_COL
Merge from MarketTerminal_Names
Merge from AugustLowCraftBuffs
Merge from heavy_helmet_audio
Add audioMuffleAmount to ItemModWearable, allows us to muffle game audio based on specific clothing
Muffled game audio when wearing heavy plate helmet
Declare hair shader stencil block
Merge from render_pipeline_testing
Capped fuel pump crude storage amount at dome to 1000 (per pump)
S2P dome
Merge from deepsea_terrain_everywhere
Merge from deepsea_terrain_everywhere
Added deepsea.terrain_everywhere replicated convar, enables the deep sea terrain splats everywhere when enabled
added new cactus decals by repurposing the wood decals looks much better
https://files.facepunch.com/pilgrim/2026/August/23_22-55-SomeCicada.mp4