157,601 Commits over 4,536 Days - 1.45cph!

Today
Use RustObjectToClipPos for terrain depth prepass to fix depth test issues Don't clear depth in gbuffer pass Restore camera matrix on setup pass to fix RRP terrain holes
Rin
Today
merge from honey_flicker
Rin
Today
merge from powergrid_loot_fixes_2
Today
medium station update
Today
Merge from livestock_animals
Today
Doubled population of cows and sheep in the wild per square km (1 -> 2)
Today
Lower GrazeDayShare from 0.4 -> 0.3 on cows and sheep, meaning they will spend less of the day eating and require less food
Today
Cows and sheep get double fullness when eating from a trough
Today
Fixed reference to animals when selling wool
Today
Fixed some failing tests, all were testing regressions not actual regressions
Today
Reduce sampling loop by pixel distance factor already in use
Today
NPCAnimController perf improvements Throttle the animator param calculations if the animal has been culled, max once every 0.25 Check the livestock have changed flags before setting the animator params Disable the F Look component when an animal is culled or if the animal is > 30m away Don't do the snap to ground raycast if we are culled In a scene with 40 cows, this reduces FLook and NPCAnimController total of 0.6ms to 0.1ms when occluded, 0.3ms when at a distance
Rin
Today
merge from biofuel_generator
Today
Merge from livestock_animals
Today
Vendor typo fix
Today
Merge from livestock_animals
Today
Merge from livestock_hotfixes
Today
Added item ownership for items purchased from livestock vendor
Today
Fixed wrong text displayed if player drops wool mid conversation
biofuel_generator_optims -> main
Today
Add ability to turn off background errors by setting -1 in the manifest (incase it completely breaks)
- Add an animator LOD
Today
Send the livestock to sell via an RPC rather than relying on client side triggers to match up with server side triggers
- Run client animations in invoke repeating - Only run stirring animations when actually stirring - Run server updates in invoke randomised rather than invoke repeating
Today
Add additional rate limiting to background errors - I expect these can be spammy, so limit to 2 errors per minute - controlled by manifest so it can be increased if we want
Today
much more accurate collision meshes for sandbag barricades https://files.facepunch.com/pilgrim/2026/September/29_00-31-PassionatePrayingmantis.mp4
Today
merge from render_pipeline_testing
Today
compile fix
Today
Emission fresnel tweak.
Today
Lighting & FX polish. Hooked up logic to the non-emissive texture entities. Fixed all the display sprites being uncompressed. The display is an 80s'esque liquid crystal display like the texture implies. Asset not relying on emissive textures only anymore (bad for the arm etc)
Today
Ensure background thread errors get sent to sentry - we fixed them being silently dropped last month, this month we collect them
Today
Fixed netgraph being scaled and shifted offscreen https://files.facepunch.com/raul/2026/September/29_01-00-FavorableSheldrake.jpg
Today
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Today
Prevent teammates from using the break-in option to break into their teammate's room
Today
merge from render_pipeline_testing (water fixes)
Today
Fix teammates not being able to let themselves out of doors when inside them - caused by apartment rooms losing their reference to the front door after the restart - while the owner could still go in and out, the "anyone can let themselves out" wouldn't work - would only happen if the server restarted after you purchased a room
Today
fix stutter in underwater color grading transition
Today
update to pillbox collision more detailed collsiion for sandbag barricade - but it still defaults to convex
Today
keep rendering water in underwater labs since the moonpool is there
Today
merge from critter_animals
Today
add transition from startle->flee state for when critters get hurt while they are currently startled
Yesterday
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Yesterday
merge from fix_elevator_snapshot_nre -> main
Yesterday
Fix destroyed elevator floor causing NRE in ElevatorStatic.Save()
Yesterday
Moved radtown loot crate even further away from the window to prevent cheating
Yesterday
Moved loot crate in trainyard powergrid loot room and blocked off windows and railings with plywood and collider blockers
Yesterday
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Yesterday
merge from fix_crash_uploader_release -> main
Yesterday
Fix crashes from previous updates being uploaded despite not having the sentry tags written - don't upload old crashes (if we made it past bootstrap but didn't write a crash marker) - still upload crashes that never made it to bootstrap (since this is before crash marker could be written) - tag crashes that didn't make it to bootstrap as "bootstrap crashes" so we can see what crashes happened really early - if we find a bunch of crashes happening before bootstrap we will find a way to include the actual changeset (since we don't read changeset until we get to bootstrap)