1,657 Commits over 4,414 Days - 0.02cph!
Adding LODs for the biofuel generator
resized textures and caps
update to mesh and emission texture
update to biofuel genertor - added LOD0 and texture progress (near complete)
baked emission and fly particles around the food.
added dedicated stacked guides - split up geometry so that the guides can properly stack for the next upgrade.
Add textured milk jar with volume-preserving slosh, faster liquid updates and pooled surface meshes - will need a programmer to look over
added milk icon
https://files.facepunch.com/pilgrim/2026/September/15_15-39-VioletSapsucker.mp4
dairy metal churn container (may not be used but it's available any time, just give me a call)
cherrypicked ladder fix from biofuel branch
fixed ladder worldmodel outline from disappearing after a second.
cause: child object of the prefab was off center. Zeroing transforms fixed it.
Add milk jar with sloshing liquid and improved glass
- Milk moves with the jar and gradually settles
- Keeps the same amount when tilted or upside down
- Softer liquid surface edge and clearer glass
- Includes a preview prefab for testing and tuning
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
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
Add dedicated gibs for driftwood clutter 1–5
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.
missing gib for cactus_01
Add dedicated cactus gibs and plant break effects and enable wet log B and C gibs
Added gib setup to wet log A so it spawns debris when depleted
Fix oversized landmines - worldmodel optimisation changed the shared mesh import scale from 0.5 (this was changed 4 years ago) to 1, doubling placed mines. Halved all four LOD meshes in Blender and re-exported to restore the original size whilst keeping the import scale 1.
Add editor tool to generate box colliders from DCC reference meshes
Artists can build box collision in their preferred DCC, export an FBX, place it under the prefab’s collision object, then right-click to convert its boxes into individual BoxColliders.
Object-name suffixes assign physics materials, e.g. _wood selects Wood, and are omitted from generated child names. Rotated boxes receive separate child GameObjects to preserve their orientation.
Supports safe regeneration, Undo/Redo and automatic removal of the reference instance after conversion
Added sandbag pillbox barricade and deployable item
- pillbox model, LODs and collision with separate wood and sandbag phys materials
- reused adams setup for crafting and repair
- Added icon to match other variants
- gibs
- updated manifest
Biofuel Generator: manifest and engine.json for the new entity
Biofuel Generator: blockout testing deployment
- deployed prefab: referenced mixing table, simple box colliders, foliage displacement
- guide prefab using same FBX
- item generator.biofuel with placeholder blueprint and icon
- needs Update Game Manifest
cherry picked martyns rail hide code from changeset
153305 - allows the holosight rail to hide depending on the weapon its attached to.
cherry picking 8x scope, handmade sight and holosight refreshes
Adjusted and balanced holstered weapon positions to sit closer to chest armour
Deploy guides for 20 deployables moved from Guide Mesh to guide prefabs so they keep their materials on lower LODs and custom meshes; normal maps and cutouts restored on all 20, guide tris and draws unchanged from the LOD1 retargets.
Guide Mesh only inherits materials from a renderer the entity actually draws, which on RendererLOD and MeshLOD assets is LOD0 only, so the LOD1 retargets and the planter guide meshes were rendering flat. Each guide prefab is one child on the same mesh with the materials copied from the entity's own renderer for that LOD.
needs manifest update
Shockbyte tool cupboard deploy guide switched from the LOD0 mesh to a custom guide mesh via a guide prefab, guide draws 4 -> 2, tris 37,958 -> 13,646, both normal maps kept.
cherry pick from planters_guide_fix
cherrypick 21 various guide mesh fixes from prop_optimisations
cherrypick tier 3 workbench guide mesh fix from prop_optimisation
cherrypick small engine guide mesh fix from prop_optimisation
cherrypick tripod spotlight guide mesh fix from prop_optimisation
cherrypick wind turbine guide mesh fix from prop_optimisation
2nd pass cherry pick on boat building station
cherypick boat building station guide mesh fix from prop_optimisation
cherry pick chanelier guide mesh fix from prop_optimisation
chery pick sail guidemesh optimisation fix from prop_optimisation
cherrypick cannon guide mesh fix from prop_optimisation
bee grenade viewmodel visual drift fix
fixed bees clipping on admire
static bees split from fx and cached as viewmodel renderers to fix drifted visuals
https://files.facepunch.com/pilgrim/2026/September/04_11-10-UnconsciousCentipede.mp4
Bee grenade world model pass
jar bees combined 17 -> 1 renderer in the shared WM Jar Bees prefab with LOD Group slots re-pointed on world model,
held entity and tin can alarm updated
body LOD0 6586 -> 4618 tris and LOD1 3412 -> 1705
viewmodel backface and blur glass removed from the world model, 29 -> 11 transforms with no real visual difference at that size
De-rigged the M92 world model - 3 skinned renderers over a 4 bone rig replaced with static meshes from a new w_m92_worldmodel.fbx, LOD0 3532 -> 1766 tris, LOD distances and highlight unchanged
Two world model prefabs, both had no LOD component and drew at any distance:
Added MeshCull to laser detector and door controller worldmodels, both had no LOD and drew at any distance (60m / 100m)