141,323 Commits over 4,505 Days - 1.31cph!

Yesterday
Cached skin id fix
Yesterday
More suspension/steering/grip tweaks from testing, can be further tweaked after feedback Removed the burnout/launch attempt, wasn't working right Fixed engine revs to use front wheel speed instead of rear (AWD so no difference) Rear wheels now visually lock during a handbrake instead spinning
Yesterday
Yesterday
Refactor
Yesterday
merge from main, fix proto conflict
Yesterday
Market terminal now needs charge from the powerplant to function Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant Each transaction costs 10 charge Marketplace terminal UI shows current charge
Yesterday
Merge from main
Yesterday
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
Yesterday
Merge from render_pipeline_testing
Yesterday
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
Yesterday
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
Yesterday
Added functionality for a TC to modify upkeep rate based on how many players are authed Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group Setup with some very placeholder values for now for testing Tier 0 - first 4 players add 0% to upkeep Tier 1 - next 6 players add 2% upkeep each Tier 2 - any further players add 4% upkeep each This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep Very, very WIP, for internal evaluation for now
Yesterday
Make sure we only send entiites when a door opens immediately based on a convar, so we can do normal slower snapshot queue when doors are opened and we send entiites and let the "closer than 30m send everything" prevent pop-in
Yesterday
Merge from new_navmesh_fixes
Yesterday
Merge from cactus_impact_effects
Yesterday
Merge from FoundationMeleeLOS_fix
Yesterday
Merge from high_external_wallgate_COL
Yesterday
Merge from MarketTerminal_Names
Yesterday
Merge from AugustLowCraftBuffs
Yesterday
Merge from heavy_helmet_audio
Yesterday
Add audioMuffleAmount to ItemModWearable, allows us to muffle game audio based on specific clothing Muffled game audio when wearing heavy plate helmet
Yesterday
Merge from main
Yesterday
Declare hair shader stencil block
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
Merge from dome_fuel_cap
Yesterday
Capped fuel pump crude storage amount at dome to 1000 (per pump) S2P dome
Yesterday
Merge from deepsea_terrain_everywhere
Yesterday
Fix merge issue
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Merge from deepsea_terrain_everywhere
Yesterday
Added deepsea.terrain_everywhere replicated convar, enables the deep sea terrain splats everywhere when enabled
Yesterday
update manifest
Yesterday
added new cactus decals by repurposing the wood decals looks much better https://files.facepunch.com/pilgrim/2026/August/23_22-55-SomeCicada.mp4
Yesterday
Minor feedback tweaks
2 Days Ago
merge from automated_testing
2 Days Ago
S2P oilrigs, excavator and gas station
2 Days Ago
Add convar to toggle navmesh optis on and off
2 Days Ago
Replace libraries
2 Days Ago
Merge from main
2 Days Ago
Gate per tile interlocked add needed for logging when logging is off
2 Days Ago
Fix ghostship A having no navmesh
2 Days Ago
Remove unused param in bake stats
2 Days Ago
Remove some spammy and uninformative logs
2 Days Ago
Adds lots of instrumentation, and increase navmesh build speed by around 30%, implemented common optimizations I've seen before or discussed with Lorenz: - when rasterizing triangles, reuse values between neighbors instead of re-clipping the triangle against every column (7%) - heightfield is supposed to have faster insertion than compact heightfield thanks to linked list, but because it wastes so much time pointer chasing during iteration it's actually slower, also instertion is not that bad when the column fits in cache (4%) - fuse some span filtering operation to iterate once instead of 3 times on the spans (only 1% for rust maps sadly...) + the pooling from sbox doesn't really benefit us As well as some new findings found from profiling: - during heigthfield stage when comparing span A to span B for walkability tests, don't do everything from scratch when comparing B to A (9% whole map, but monuments and bases specifically x4 speed with this) - watershed iterates through the whole list of regions multiple times, faster with lookup (7%) Can get another 10% if we halve the detail mesh precision, automatically sampled lots of tiles for vertical differences to test and the difference is negligible The real bigger order of magnitude gain is to not limit the number of threads and not time slice geometry collection, it stalls the server but goes 6x faster, could do it at server boot and just throttle the subsequent dynamic navmesh updates (player building bases, nodes etc).
2 Days Ago
New automated test to check for immortal entities starting with health <= 0.
2 Days Ago
Changed beancan max stacksize from 5 > 4
2 Days Ago
Tweaked steering values to make steering feel more responsive (hopefully better with some ping as well) Added first itteration of a drift function, currently uses ctrl to lock the rear wheels https://files.facepunch.com/el-hog/2026/August/23_13-18-PettyDingo.mp4
3 Days Ago
Reduced stack size for: - F1s 5 > 3 - Bee nades 5 > 3 - Flashbangs 5 >3 - Molotovs 5 > 3