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323 Commits over 4,414 Days - 0.00cph!

7 Days Ago
fixed milk icons looking aliased - defringed the white matte
8 Days Ago
much more accurate collision meshes for sandbag barricades https://files.facepunch.com/pilgrim/2026/September/29_00-31-PassionatePrayingmantis.mp4
8 Days Ago
update to pillbox collision more detailed collsiion for sandbag barricade - but it still defaults to convex
14 Days Ago
updated lods for the sandbags to be more accurate
14 Days Ago
update to barricade sandbags now use continuious lods so skins persist down the chain. Was previously using a baked version.
26 Days Ago
cherrypicked ladder fix from biofuel branch
27 Days Ago
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.
35 Days Ago
merge from hab_armor_LOD_fix
35 Days Ago
set rig to none and disabled animation import on 31 workbench upgrade fbxs including their gibs, none of them contain a rig or animation and generic rig was adding a dead animator to every model root
35 Days Ago
fixed efficiency upgrade coming in way too big. last lod was okay - must have been in local mode on lod 2 when applying the transforms in blender (they have to be all visible)
35 Days Ago
update flashlight icon
36 Days Ago
fix for missing colliders on the frame of the attack heli, allowing unnecessary damage
36 Days Ago
fixed missing back faces of hide poncho world model and optimised lods so last lod is sub 100 triangles
36 Days Ago
fix to recycle and efficiency worldmodel upgrades for missing faces
36 Days Ago
merge from advanced_wooden_crate_gib_fix
41 Days Ago
three more asset optimsations that were over the vertex cap AshtrayB1_LOD0 1028 > 983 verts matrix_display_tools_LOD1 1019 > 998 verts emptybarrel_LOD1 1164 > 876 verts ashtray now batches on its whole chain (LOD0-2) tools display and empty barrel batch from LOD1 down
42 Days Ago
made windmill_main and lift_shaft_top gibs ReadWrite enabled
42 Days Ago
merge from texture optimisations
42 Days Ago
merge from gibs_fix
43 Days Ago
heavy fuse now has a world model updated .item to properly reference it instead of using the burlap sack
46 Days Ago
merge from gib fixes
46 Days Ago
merge from world models 2026 car radio world model jungle ar world model optimisation ice ak world model optimisation chainsaw world model optimisation
47 Days Ago
removed gibbable from hv arrow, poison arrow, wood arrow and spear gun spear as they weren't used + causing an error for automated testing
47 Days Ago
added and setup dedicated worldmodels for fire and bone arrow reducing highlight draws
47 Days Ago
fixed small shark .worldmodel weird setup
47 Days Ago
fixed muzzle flash fx slight incorrect position on the muzzle brake
47 Days Ago
merge from attchement_lod_fixes
48 Days Ago
fixed ladder.worldmodel from having two conflicting lod groups causing console errors
48 Days Ago
fixed both corn and salvaged hammer having double lod renderers on their world model
48 Days Ago
update to propane tank .worldmodel fix for random disappearing act in the lods
49 Days Ago
updated wooden loot crate gibs reduced gib quantity from 90 -> 22 updated wooden loot crate prefab gib settings
49 Days Ago
adjusted berry collectable bushes to be more forgiving noticed that blue berry collectible had 2x more lod fields that were unnecessary and were also conflicting each other which may have caused it lod'ing too early all berry bushes have matching distances now
50 Days Ago
merge from flamethrower flame offset fix
50 Days Ago
adjusted minifridge.deployed prefab gibbable settings
50 Days Ago
fixed minifridge console error that couldn't generate normals for gib part 28 reason? there was no mesh within part 28. re-exported without it.
50 Days Ago
merge salvaged hammer refresh
51 Days Ago
fixed muzzle brake flash offset after 3p position corrections for: SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun now matches assault rifle position
2 Months Ago
single shot gun trap world model + lods hooked up to .item
2 Months Ago
cactus 2 and 3 now use the same collider material as the rest of the variants. No longer metallic hit impact sounds
2 Months Ago
fixed interior bus typo. No longer says EMMERGENCY. Now says EMERGENCY. very urgent fix.
2 Months Ago
fixed cables on powerlines poles with a new dangling position. the old once took the steps into consideration. No longer feasible by default.
2 Months Ago
further adjusted lod distances so tht the crates exist whilst the satellite remains exist. much more closely matching matching the lods of the satellite remains lods.
2 Months Ago
adjusted satellite crate lod transition distances so they dont cull too quickly
2 Months Ago
added satellite icon for death screen hooked up to .entity prefab information script
6 Months Ago
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
11 Months Ago
reduced texture sizes of minifridge textures changed texture import settings to reduce emissive bleeding
1 Year Ago
actaully commit the .mat
1 Year Ago
updated spoiled produce fbx to sit level, preventing the appearing of clipping through the floor reinstated material properties that we're lost. no longer needs alpha, now also uses fuzz layer for extra moldy fuzziness
1 Year Ago
updated spoiled produce model to include mesh backface to prevent any exploits. updated material updated prefab to use LODGroup instead of MeshLOD so model outline script is compatible/working
1 Year Ago
fixed spoiled produce.mat not correctly setting rendering mode to Cutour