156,373 Commits over 4,536 Days - 1.44cph!

2 Days Ago
merge from automated_testing
2 Days Ago
merge from customvitals_noise_fix
2 Days Ago
Fixed the custom vital template not having the background.tile sprite assigned, missing its texture - it now matches with the rest of our vitals
2 Days Ago
NMS loot room Launch site room fix
2 Days Ago
merge from sv_clientadmin_exposures
2 Days Ago
Exposed weather.load and weather.reset to be callable on the client from the server Codegen
2 Days Ago
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
2 Days Ago
Merge: from ui_store_slim_ram/blurhash - New: HttpImage now know how to render blurhash images as loading placeholders Tests: navigated through store
2 Days Ago
Bugfix: if httpimagedelay expires, use results of first request that completed Tests: navigated store with httpimagedelay 10 and waiting till it expired
2 Days Ago
Update: generate blur textures of matching aspect ratio to original image Tests: inspected store with httpimagedelay
2 Days Ago
merge from main
2 Days Ago
Add HDR version of the default cubemap Update localization files Fixed a graceful crash with prop_vehicle_crane Fixed "Invalid HitboxSet" warnings with util.Trace Minor cleanups
2 Days Ago
Turn in place: chest-led rotation, 45 degree steps, head IK toggle player_model.prefab - head Gain 1.6->0.5 / Max 30->9.1, chest Onset 14->0 / Gain 1.0->2.2 / Max 20->28, TurnSpineLowerShare 0.45->0.85: the chest now carries the aim from the first degree of offset instead of the head absorbing ~19 degrees first, which is what caused the gun/aim disparity. PlayerModel.Turn.cs - turnminstepangle default 90->45: only the 90 clip was reachable so every commit swung a full 90 regardless of need, and this also drops the re-commit stability floor from 45 to 22.5. PlayerModel.Ik.cs - added pm_headik static (default on, no behaviour change) to disable the head look IK, which proved the head/gun misalignment and idle/ADS snap come from the IK rather than the animation export. DevTurnTuner.cs - on screen Head IK button plus L hotkey so that toggle is reachable in play without the console.
2 Days Ago
grenade_client_prediction -> main
2 Days Ago
- Fix complex on throw result - Compile fixes
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
merge from Frog_Branch -> critter_animals
2 Days Ago
Update: StoreBundleTool improvements - deduplicate serialized objects to reduce number of saves - deduplicate ProxyPaths to reduce number of field-callback invocations - document loss of data and why it happens Tests: ran the script
2 Days Ago
exported updated frog anims
2 Days Ago
main -> grenade_client_prediction
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
work around weird skinviewer viewmodel errors
2 Days Ago
Another fencing deployment pass Fix them being sunk into terrain quite a bit by default, prevent sinking them further in while connecting to another fence Slightly improve placement on sloped terrain, allowed them to be placed at an angle (within 20°) Got rid of a baked in rotation in all of the sockets
2 Days Ago
Water treatment plant and sewer branch loot rooms
2 Days Ago
Define fixes
2 Days Ago
updated lamb model with new lods. added and updated new lamb fur textures. added lamb fur lod material.
2 Days Ago
exported updated frog anims
2 Days Ago
Rework comparers.
2 Days Ago
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2 Days Ago
Bit more polish on randomised room L wires + pipes
2 Days Ago
updated milk icon
2 Days Ago
report_player_bots_fix -> main
2 Days Ago
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
2 Days Ago
Stop bots showing up in the report player window
2 Days Ago
pefab explosive setup on some weapons
2 Days Ago
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
2 Days Ago
Glyph/bind resolution cleanup
2 Days Ago
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
2 Days Ago
merge from hazmat_trophy_fixes
2 Days Ago
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
2 Days Ago
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2 Days Ago
Updated Beef Prefabs to have world models linked
2 Days Ago
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2 Days Ago
Refactor duplicate stick suppression calls
2 Days Ago
Added new frog textures and materials. applied them to the frog_rig.fbx
2 Days Ago
Polish to small randomised room L + wires and decals added
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
server_browser_filter_fix -> main
2 Days Ago
Remove dead phrases and input axes