157,350 Commits over 4,536 Days - 1.45cph!

Yesterday
fix tilted player rotation when exiting mounts
Yesterday
Halloween Wallpapers - texture updates
Yesterday
Fix TestSheepShearing.BlowBesideWool_ShearsRatherThanCuts being broken after shearing changes
Yesterday
Add "Rust Render Pipeline" UI toggle under experimental
Yesterday
Update rust native libs for all platforms
Yesterday
Merge from critter_animals_sounds
Yesterday
Adding shears rig
Yesterday
adding missing files for m92 anim update
Yesterday
Fix broken motion vectors of skinned meshes when their material has instancing enabled
Yesterday
Adjusted LOD distances for sheep
Yesterday
- Move navmesh save to background thread (260ms -> 0.8ms for large map) - Instead of re-saving all tiles, append only dirty tiles at end of save, and only do a full resave when the size cap is blown
Yesterday
Critter animals audio tweaks and added crab sounds
Yesterday
Add in livestock analytics
Yesterday
merge from critter_animals
Yesterday
Compile fixes
Yesterday
add "ally" status for some critters with other creatures - noone attacks crabs (they dont have hitbox anyways) - stags, boars, and bulls dont attack critters
Yesterday
m92 3p anim updates and weapon rig anims
Yesterday
Fix server errors
Yesterday
Fix inbred cows looking wrong
Yesterday
Merge conflicts
Yesterday
Merge from critter_animals
Yesterday
Fixed animal fence and biofuel generator missing from primitive gamemode, reduced scrap cost of fence and gate across all gamemodes
Yesterday
crabs dont spawn in ocean where there's no navmesh frogs that die while swimming play swimming death anim frogs transition to swimming animation better
Yesterday
Merge from sandbag_barricade_sounds
Yesterday
Added new sounds to the different sandbag barricade stages/sizes and their ui
Yesterday
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Yesterday
Merge conflicts
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
2 Days Ago
New detailed frame timing in the F8 performance overlay. https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Merge from main
2 Days Ago
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2 Days Ago
merge from Crossbow_Arrow_Fix
2 Days Ago
codegen
2 Days Ago
main -> character_customisation
2 Days Ago
merge from countby_command
2 Days Ago
merge from automated_testing
2 Days Ago
- Changed the NGSS shadow sampling code to keep the loops rolled to prevent register pressure. - Moved the poisson disk arrays to the CPU and passed them in to the GPU as a constant buffer to prevent them from taking up register space. - Reduced the amount of data needed per AdditionalShadowData element to reduce register usage during the shadow sampling process.
2 Days Ago
merge from minigun_ammo_reload_fix
2 Days Ago
Only change livestock hp in 5% increment when mood increases / drops, to avoid networking full entity snapshots everytime health changes because of mood
2 Days Ago
Formatting
2 Days Ago
exported edited viewmodel pulpin anim and slight edit of pull pin to drop transtion on anim.controller
2 Days Ago
Fix minigun ammo count not updating when reloading it inside a box Fix the reload option being visible when already at max ammo capacity
2 Days Ago
idle update
2 Days Ago
Cherrypick of 165805 from mt_snapshot_saving
2 Days Ago
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2 Days Ago
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2 Days Ago
Optim: defer loading of small atlases, and pack them into ui dynamic bundle Prevents loading of ~30 atlases (original and small), which saves another ~250MB Tests: booted stnadalone build and compared snapshots. navigated to store with failloads and made sure small atlas versions are picked up
2 Days Ago
Fixed bull item name and description in prefab.