155,726 Commits over 4,536 Days - 1.43cph!
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
Update: convert store's general tab background images to be dynamically loaded from bundles and backend
Tests: navigated to general tab and scrolled by. flipped between tabs
added new textures for the cow calf and bull. Bias maps and plain maps to drive the procuderal system. Added male calf proc mat. Updated other cattle materials.
Added dedicated gibs for driftwood sets 1, 2 and 3. All ground wood resources now have gibs, except the wood pile, which uses staged destruction as it is harvested.
https://files.facepunch.com/pilgrim/2026/September/10_16-46-DeepHochstettersfrog.mp4
Merge from rustplus_custom_monument_markers
Send custom monument marker names to Rust+ properly
exported/setup nailgun refresh anims and set up entity with latest w model
Move the expand button over to the right
Merge from render_pipeline_testing
Client caches rendered icons before joining
- Attach characters to specific servers (so on joining that character is bound until next wipe), subsequent changes wont affect the character on the server
- Modal improvements
Barrel Tarp Wind material
added barrel tarp wind material and updated bradley flatbed ladder volumes to be smaller.
Fixed hash warning when hitting an object with a torch
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Remove tangents, blend shapes from 2716 collision fbx's
The tangent change might actually be a decent memory saving, in some cases removing this halves the memory size of the mesh
Collision meshes aren't big so we're talking a couple of kb's
Merge from complicated_livestock_merge (indirect merge from main)
Merge from livestock_animals
add deactivated state for critters and sea turtle, if no player is in connection range, go to a special deactivated FSM state
for turtles this also disables their special water locomotion
Add dedicated gibs for driftwood clutter 1–5
Bunch more work: improvements, usability, config, add buttons to relevent components, etc.
Bugfix: fix pack overlay missing images for buttons or main section
Tests: clicked through a couple packs, clicked on all carousel buttons
- Setup sever character selector
- Can pick your caharacter before joining a server
Update: start saving image StoreITemOverlay's image URLs
- adjust field naming so automation can find and fill in urls
- ran automation
Tests: navigated to bowless crossbow page, some textures are missing (expected)
Updating bull and calf with new mesh
hopefully a fix for Bradley flatbed ladder climbing and moving-train boarding
- Separate ladder and parenting triggers onto individual colliders.
- Enlarge parenting volumes to capture players earlier and overlap deck parenting.
- Widen and raise all four ladder volumes for easier access and deck transitions.
- Preserve the original ladder bottom height.
- Add Bradley flatbed to the manifest entity list and prefab hash lookup.
Better framing for test video recorder, fix network range problems causing test to be invisible at the start + attach light to camera at night
Fix cows sliding away when hurt / dying, they now get up properly (and play the scrambleFromSleep authored anim when applicable)
Merge from editor_jump_hitch
Editing an item with existing WR setup auto loads it with previews.
Bugfix: ensure CoverImage is active when we succesfully load the image
This makes FactoryDoor render correctly
Tests: checked store for factory door
missing gib for cactus_01
Add dedicated cactus gibs and plant break effects and enable wet log B and C gibs
Update: fixup SkinTile to use CoverImage instead of RawImage
- get rid of SkinTile_General that did above but used in only couple places
Tests: navigated through all of store, everything looks correct, only barn door is missing (y tho)
-Reduce portrait background opacity
- New cancel colour