141,522 Commits over 4,505 Days - 1.31cph!
Merge from boat_deploy_error_fix
Fix the incorrect "Can't be deployed on boats" deploy message when something is just badly placed.
Merge from playerboat_decay_fix
Persist timeSinceLastUsed for playerboats. Fixes no decay bug on daily restart servers.
Added calf texture variations. set up with material variants.
Merge from workbench_upgrade_rug_deploy_fix - Rugs no longer block installation of workbench upgrades
merge from Monument_Blocker_Balance
S2P mil tuns, silo, large oil
Changed TerrainFootprint's default MaxTiltDegrees to 35 after finding a tiny rock gap that was not resolved by the footprint terrain modifications because the rock was at 26 degrees, 1 degree over the existing MaxTiltDegrees
Merge from hab_armour_damage
merge from main -> Hackweek_CompostUI
merge from fix_hotbar_swap_overstack -> main
Removed mipmaps from the default unity spotlight cookie texture to fix light leaking issues
merge from admin_invis_cube_variants
Added admin_invis_cube_3x3_attack and admin_invis_wall_01_attack variants (they can be hit with melee or shot at)
Fix animation loader not working in builds, clips needed to be marked legacy
attempt to optimise the three planters. noticed that they have 3 materials on last lod so baked small, large and triangle last LOD down to one 512 albedo and one material
soil now culls at 40m and hands off to the bake
also fixed 12 monument/static prefabs still on the pre-bake material arrays -will need checking over
lod2 draw calls 3 -> 1 per planter
https://files.facepunch.com/pilgrim/2026/August/26_17-21-OilyUrson.mp4
Initial general attempt at grenade client prediction. Works for drops as well as throws
Works for both grenade weapons and thrown weapons
Merge from render_pipeline_testing
Clamping spolight cookie UVs
merge from maintainables_fixes
S2P gas station, to apply prefab fixes
Megre from attackheli_armour_damge
Merge from modular_car_handling_improvements
Merge from render_pipeline_testing
Fixed an issue that was causing spotlights to project backwards
Maintainables fixes
- potential fix for water pipes spawning at strange angles
- fix gas station loot spawners not returning after server restart
Bugfix: dynamically load sprites in store's item overlay
- converted some ugly safety code to new IsValid extension
Tests: navigated and clicked through all the shop UI - stuff was there
Ensure the occlusion culling convar gets disabled when RRP is active rather than just trying to disable it on the backend
Bugfix: make shop tiles clickable
- reassigned bundles to resources as some were stale and wrong
- ripped out Update Dyn Ref action, as the data source is now not saved
- also replaced manual FileSystem calls with Load method to keep it clean
- improved dynamic resource logging to know which resource failed to load
Tests: was able to navigate through all menus of shop. gotta fix missing icons in places
Prevented occlusion culling running while RRP is enabled at the moment, as it was causing visibility issues
More work on large boiler room (large randomised room). Reduced LOD distances on some very tiny debris meshes.
Fixed burnout smoke playing when it shouldnt
Improve reliability of Voice Chat HUD
* Adds util.IsPlayerSpeaking (internal really)
* PlayerStartVoice & PlayerEndVoice now get called consistently even if the player entity does not exist. They also both get consistent PlayerIndex argument, which is now used in base gamemode to index voice panels
Try to solve potential backwards compat issues w/ voice panel changes
Do not play suit animation on spawn
* This is apparently a thing where multiplayer gamerules force equip the suit on spawn, but with animation enabled
Fix navmesh not being present in some rooms behind doors even if scientists can open them (potentially missile sillo and ghostship), the room navmesh a disconnected island because the door was baked into the navmesh, blocking the doorwash, and we prune disconnected navmesh regions
MIDI Plugin now warms up in the thread pool on game startup, fixing 10+ second freeze in-game when first deploying/mounting an instrument
Adjusted armour fall off
- 80% Left
- 70% Right
- 60% Front
thumb_up
26
thumb_down
37
Updated Nailgun Remake FBX to fixed overlapped UV's
Update: Mark all static asset props as NonSerialized
This breaks asset dependency link, can test if everything correctly hooked up
Tests: navigated shop ui - most tiles are there but some not clickable. dlc pages open but missing icons in detail view
Skull Wall Torch - missing texture
Added Nailgun Remake Viewmodel and Worldmodel FBX
Skull Wall Torch - final textures, icon, material tweaks, prefab adjustments, gibs