15,177 Commits over 2,680 Days - 0.24cph!
Player skin is now affected by rain, disabled drops so it's just shine
Enforced a minimum visibility for rain, it was getting lost during the day
Fixed some viewmodel rain effect issues
* https://files.facepunch.com/jarryd-campi/2026/November/Unity_1QZcAB3TL7.mp4
Added a new ambience system to play a rain on roof sfx when under cover during rain
* Currently just using the one temp sfx, but has support for per physics material sfx so we could do rain on wood/metal/etc roof
https://files.facepunch.com/jarryd-campi/2026/November/Unity_GIXWpMBA6y.mp4
Apply wetness to terrain and foliage shaders, fade out based on foliage render range (looks bad at a distance)
*Automatically inherited the rain grid functionality so terrain looks dry underneath solid objects
https://files.facepunch.com/jarryd-campi/2026/November/Unity_OITx5EusZO.mp4
Added a new rain benchmark, just flies through a lit structure with the rain enabled
Added some noise and speed variance to pfx and wall/floor effects
* https://files.facepunch.com/jarryd-campi/2026/November/Unity_PzCYQtMcz1.mp4
Lower rain drop collisions to low quality, just use the rain collision grid we made yesterday (saves CPU time)
Rain drops pick up lighting around them
* https://files.facepunch.com/jarryd-campi/2026/November/Unity_dwa0rv3Zt0.mp4
https://files.facepunch.com/jarryd-campi/2026/November/Unity_Hf2pPVSJgl.mp4
Make the rain particles themselves a bit longer and more visible
Wetness and rain drops on viewmodels, looks a bit jank
More perf work, rain calc now costs less than 0.01ms when camera is moving, free if stationary
Added a RainShadowGrid - a grid of cells around the camera that store where the rain is hitting
Create a new rain wetness feature on the standard rust shader
Updated PoseTools for generic compatibility
Fixed missing foot IK on unarmed stand anim (presumably lost in player model update?)
Fix turn in place, warping on leg bones while sprinting
Converted the player model to use generic animations
BaseProjectiles will now always reset the hold type (and trigger the deploy animation) in third person when equipped, even if the player already had a matching weapon with the same animations equipped
Fixes the reload continuing in third person when switching between identical guns
Reworked sprint metabolism system (for next wipe, todays wipe is just the flat 10% penalty)
Increased sprintmetabolismscale to 1.3 (30%)
Scale is now decided by a new stat on armour - Sprint Effort
Added Sprint Effort to the more effective armour items - Roadsign, Heavy plate, ballistic
WIP values for now:
Metal facemask + chest plate + roadsign kilt + roadsign gloves = 100%
Heavy Plate set = 100%
Ballistic set (helmet + vest + legs) = 75%
Wood set = 40%
Naked, burlap or cloth basics = no penalty at all
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Fixed Tomaha snowmobile throwing an Unsupported Type error when geetting prepared
Testing out converting our voice and radio streaming process to use Unity's new IAudioGenerator interface, performance seems underwhelming (our existing implementations are pretty fast)
Just parking on a branch for posterity
Fixed hoppers not collecting body bags
Fix harmless ch47 sounds NRE when disconnecting from a server
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Merge from ballista_bolt_fix
Fixed ballista bolts not working (regression)
Merge from audio_import_changes
Mark all animal footsteps and cow moos as decompress on load
Fixed ExplosionsOverlay never properly resetting
Fixed viewmodel shake not being applied properly
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset
Going into a mode and back out should no longer write anything to the disk at all if no changes were made
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
Fix shears causing blood fx to appear when hitting a sheep
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
All deploy and door open/close effects now have MaxSpawnDistance components
Most stop spawning around 40m
288 effects modified
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance
Needs some manual configuring still, curerntly flagging 1818 misconfigured effects
Added an inspector UI to automatically add the component with the alculated max distance it should be set to
Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
Fixed binoculars screen effect not working with domain reload disabled
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees)
Exposed as an option on the container entity
Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
Add IFlattenKeepsChildren to CinematicScenePlaybackEntity, should fix broken camera position in tutorial cinematic in builds
Merge from audio_import_changes
Also applied to water footsteps
Merge from audio_import_changes