142,159 Commits over 4,536 Days - 1.31cph!

Yesterday
Finalized full implementation of the server console on Linux - behaves the same as on Windows, including overriding -logfile https://files.facepunch.com/raul/2026/September/02_11-59-CaringPeacock.mp4
Yesterday
Fixed ShowToast_Translated not parsing tokenized phrase
Yesterday
Post merge manifest
Yesterday
Fix "guid is empty" server error when first dropping certain items
Yesterday
workbench upgrade visuals now share the workbench LOD distances 1/50/150 cull 250, this also matches the workbench upgrade empty states added the missing cull states on recyclebin, salvage and efficiency and fixed engineer culling at 25m now a lot more consistent and unified
Yesterday
added the missing cull state to 5 props that drew their last LOD forever - pork and wolf oven meat, small battery, satellite control console, kayak paddle
Yesterday
Crystal AK - adjusted entity LOD distances, final LOD was too close when in character's hands
Yesterday
Merge from main
Yesterday
Merge from deployablefencegate
Yesterday
Merge from LOD preview branch to bring in new viewport tool
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Remove unnecessary components from static piano S2P floating cities, outpost
Yesterday
fixed raw and spoiled pork ran LOD0, 1, 2, 3, then LOD0 again at 35 m, so past 35 m they draw eight times more than at 15 m never culling. fixed Human meat and wolf meat (oven and raw) had a similar issue but repeated their cheapest mesh instead of culling.
Yesterday
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
Yesterday
Merged Jarryd's changes to LOD preview
Yesterday
More textures
Yesterday
Resized some LOD textures
Yesterday
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
Yesterday
Contact list note fix
Yesterday
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)
Yesterday
Merge from parent
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Car steering max clamp improvement when using analogue
Yesterday
Fix NRE when a livestock animal dies
Yesterday
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
Yesterday
Disable shield compatibility with flashlight
Yesterday
Update the item information panel when a player changes the selected skin when crafting Fixes egg vision not appearing when changing between wolf headress skins
Yesterday
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
Yesterday
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
Yesterday
Clean up allocation when mounting a car
Yesterday
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
Yesterday
Added TOAST explaining that a handbrake now exists in modular cars Will play a max total of 5 times whenever a player mounts the drivers seat
Yesterday
Added an overlay opacity slider to the preview tool
Yesterday
Merge from modular_car_handling_improvements
Yesterday
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
2 Days Ago
Adjusted steeringwheel lerp Adjsuted a couple of other steering values to match Stopped struggling multiplier applying when a car has a handbrake applied
2 Days Ago
fixed wooden loot crate not having enough force in the gibs
2 Days Ago
updated spike trap to fix low resolution texture on the bottom of the world model - world model is a bit bigger in size as a result. changed the guide mesh to use LOD2 instead of 3 so the spikes are present in the guide mesh https://files.facepunch.com/pilgrim/2026/September/02_00-13-LazyBlackandtancoonhound.mp4
2 Days Ago
scaled down digital clock worldmodel by .5 for a more realistic size (looked noticeably bigger than it ought to)
2 Days Ago
electrical fuse now has a world model - significantly cheaper than burlap sack LOD0
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
update flashlight icon
2 Days Ago
Stripped out the Windows Host-specific legacy implementation and polished the VT100 console compatibility (still backward compatible with Windows Host consoles)
2 Days Ago
first pass at rabbit interest, added profiler sample marks, disabled debug cubes
2 Days Ago
Fixed middle mouse reset on DNumSlider not working PR: Make playermodel editor sliders work consistently with other sliders * Specifically, the value of the slider actually matches the visual preview Fixed player breathing animation at high curtime being choppy Fixed infinite recursion with ragdoll teleportation Fixed a number of crashes with npc_hunter if its physics obj is delete Double curtime related fixes * Fixed weapon bob being choppy at high curtime * Fixed strider gunfire at high curtime * Fixed func_tank firing at high curtime * Fixed sprite animations at high curtime * Fixed gunship firing at high curtime * Fixed flying/falling NPCs being choppy mid air
2 Days Ago
Phrase update
2 Days Ago
merge from main