153,970 Commits over 4,536 Days - 1.41cph!
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don't do RRP motion blur outside play mode or in non-game view
fix water caustics and contact shadows not working with deferred+ in RRP
Merge from analogue_steering
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.
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
Generate and connect animation montages, add hurt and death behaviours + anims
clean up animators after removals
add different sleep cycles for critters
- rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
Delete duplicates and replace the original animals
setting up nailgun refresh prefab/anims
remove squirrel and rabbit interest mechanics 😔
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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
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First pass on Vendor B for the randomised train tunnel rooms
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
Updating glass ak viewmodel rig
- 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
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Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
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
Cliff LOD texture optimization
Fixed some broken LOD textures
More LOD texture size changes
- Fix incorrect age calculations
- Fix predicted projectiles step not using the sim position
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
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.
Fix fadeout when going from one deploy animation to another
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- Lazily resolve grenades predicted visual
- Add convar
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
Fix boar chasing too fast, fix animals not running away properly when player on foundation
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
Fix animals clipping with the player
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.
merge from fuse_clan_score_fix
main -> grenade_client_prediction
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merge from hab_armor_LOD_fix
removed door that was baked into lod3 of the hab armor causing the door to change position