155,616 Commits over 4,536 Days - 1.43cph!
Merge from vehicle_panel_nre_fix
Hypothetical fix for NRE on VehicleEditingPanel
merge from bee_grenade_visual_fixes
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static
This should allow us to use MeshLOD/RendererLOD on dropped items
merge from paintballgun_colourequipfix
merge from chandelier_optimization
merge from rifle_show_lod_animevents_update
merge from candy_inventory_fix
merge from ornate_horse _mask_fix
merge from worldmodel_sep_fixes
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup
LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values
Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing)
Add an inspector warning to MeshLOD if the same mesh appears multiple times
Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
Add the vendor to the ranch, s2p both
Fixed animal leads not working after purchase
merge from main -> sentry_upload
First pass on npc's selling baby animals to the player
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
LeadingPlayer is now a Synced field
Compile simulator now passes
Fixed most compile errors, still one issue
Hitch & Trough now has a water container on the right, supports fluid IO
Livestock can drink from trough
Added a storage adaptor to the food portion of the trough
Added sandbag pillbox barricade and deployable item
- pillbox model, LODs and collision with separate wood and sandbag phys materials
- reused adams setup for crafting and repair
- Added icon to match other variants
- gibs
- updated manifest
Fixed some regressions with recent changes
* Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing
* Some minor model panel/icon/player model selector fixes
Fixed couple potential Lua stack corruption issues with hooks
* Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound
Fixed some typos
Minor whitespace cleanups
Remove some unnecessary usages of std::string
Remove "ReleaseVideoMemory" stuff from Hammer
Fixed Hammer material list leaking file search handles
Allow render.BindLocalCubemap with `nil` to unbind the cubemap
Workaround double messages per Sandbox limit hit
* Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc
* When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
Biofuel Generator: manifest and engine.json for the new entity
merge from cookingworkbench_stopping_fix
merge from smart_alarm_deployment_fix
Improve smart alarm deployment, can now be placed on top of more other deployables
Fixed oversized bounds, removed unnecessary deploy volume, assigned physics material
https://files.facepunch.com/cipeax/2026/September/08_19-57-OrangeSableantelope.jpg
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Possible fix for an issue with cooking workbenches in the snow stopping to cook shortly after inserting refrigerated items and quickly starting the cooking process
Transfer over the Refrigerated flag when splitting items, the spoiling work queue will still update it on the next tick anyway, but its a better initial state and fixes item stacks split off briefly becoming un-refrigerated before being updated, dirtying the inventory and stopping cooking
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention
Tests: ran script with artificial delays during image upload stage
Update(editor): UpdateImageUrls automation - scans referenced store textures and tries to upload changed, while fixing up urls
Tests: most of store UI is now missing images (as there's no backend content)
merge from server_occlusion_wait_and_integrate_pairs
enabled swimming for frogs, with first pass animator setup
fixed frog interest, now more consistently finds water spots to start croaking
Biofuel Generator: blockout testing deployment
- deployed prefab: referenced mixing table, simple box colliders, foliage displacement
- guide prefab using same FBX
- item generator.biofuel with placeholder blueprint and icon
- needs Update Game Manifest
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
- Help window
- Increased size of the creator window
- Minor icon size polish
exported latest nailgun refresh vm anims
Merge from livestock_nav_optis (linux and mac dll not built yet)
Added pattern tester script
Some material updates
Cleanup filenames from 1.2 / 3.4 to half / three quarter
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates
- also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios
- consistency tests pass
- Tighten up some colouring, spacing etc
- Stop the eyes working at weird ass angles
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
Re-render all sandbag deployables for consistent appearance.
- Add slot icon rendering
- Ensure ui takes up the whole page
- Shrink choice down a little bit
- Fix weird eye rendering in character customisation
Setup icon rendering. Render icons for new sandbags.
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30%
- ai.batch_navmesh_transforms for only parallel transform update
- ai.batch_navmesh_pathfollowing for full parallel