155,768 Commits over 4,536 Days - 1.43cph!
Fix ViewModelCamera null rendertarget on BIRP
Fix DeferredMeshDecals null rendertarget on BIRP
Update raditation RRP volume vignette values
Merge from blue_noise_dithering
Removed the space from the items shortname, minifridge can now be used as an emoji in chat
Disable RRP water additional lights for parity
- Fixed coloured sky lanterns missing descriptions
- Removed outdated research table warning
- Fixed boltie description typo
Implement upscaling method options (nearest, linear, bicubic, biquadratic, catmull-rom) and move sharpening pass to after upscale
Hacky compile fix to get builds working
Require manual periodic stirring of the bio mixture to ensure its turned into low grade
- Setup biofuel generator ui
- Takes in food, converts to low grade
add turn settle/slide/spin. (spin needs gain controls, basically useless for now - so off.)
Stripped interlocked usage, more cleanup
add gizmos, convars for tuning, rewrite to use anim clips rather than blending between them. looks a lot better but still needs to handle slide + extra step and direction switching
Merge from sep_2026_mesh_checks
Merge from icon_generator_rework
Alt dragging now rotates the light of the icon
Add in an event for the loading screen image shown
Ran an optimisation + performance pass to the new console terminal improvements, added profiling
Merge from torch_hash_warning_fix
respect water layer toggle in RRP
Fix HttpContent being double disposed
Added CMoveData:RemoveKey helper
* Since CMoveData:AddKey and Get/SetButtons already exist
Fixed Kinect SDK not even trying to load on 64bit builds
Potential fix for kickid kicking unauthed players when using SteamID64
* Also use SteamGameServerUtils()->GetConnectedUniverse() instead of hardcoding public universe
Make Entity.GetHitboxSetCount return a number at all times
Fixed potential crash issue with ToGL texture reading
merge from render_pipeline_testing
fix underwater bubbles not working in RRP
Fixed potential crash issue with ToGL texture reading
* No idea if it happens on Linux normally (probably does), but on Windows it was an issue apparently
merge from main -> sentry_upload
- fix reading tail of log not truncating extra bytes
- fix log files >5MB being skipped over instead of the tail uploaded
- Basic script setup
- Initial IO power input
merge from render_pipeline_testing
fix regression with water drop shader refraction in BRP
main -> grenade_client_prediction
main -> biofuel_generator
Hide the panels a little bit if you are orbiting around the character
Tests for new way of reading logfile
Fix wooden and bone arrow world model gibs
Fix bee grenade honey flicker and tune glass, honey and trim materials
https://files.facepunch.com/pilgrim/2026/September/10_19-11-TanZander.gif
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Disable per-object culling
- switch from writing sentry tags to disk and trying to link them to crashes to putting the sentry tags in the log file and parsing them when uploading the crash
- upload the last 100KB of the logfile instead of the whole thing
- cleanup
Update: store DLC background is now dynamically loaded
Tests: opened the page, saw it loading in. swapped tabs, opened pack views
Bugfix(editor): StoreBundleTool - fix bundle assignment setting stale bundle value to props
Tests: ran it on a modified prefab