142,186 Commits over 4,536 Days - 1.31cph!

Yesterday
- Add a cooldown to the livestock flee trigger so one hit cannot re-fire it through randomIdle or chargeRun - Back off strayed-from-mother and strayed-from-herd for 15 s after a failed walk back - Require a reachable trough or barrel before it wins over grass or shore - Add RegroupSearchRadius so cows can find a herd further than the stray distance - Only send a staggered bull into flee when the hold-ground rule says he would run - Sample two rings and take the nearest spot in the grass and water searches - Record herd distress only when there is an attacker, and spend it on the first charge - Back off the mate search when nobody is found or the female is unreachable - Throttle the shore search after a miss, mirroring the grass search - Collapse graze and drink into shared consume transition and state classes - Share one speed ramp helper across follow, consume, mating and return walks - Add IsHerdMate, IsDependent and a centred FindNearestDependent, and use them everywhere - Wrap the remaining client-compiled FSM members in #if SERVER
Yesterday
Machete first pass refresh anims
Yesterday
sea turtle idle and swim animation
Yesterday
Deploy guides for the 21 heaviest guideMesh deployables switched from LOD0 to LOD1 in the Deployable component, guide tris 209,286 -> 89,540. Furnaces, computer station, lab chair, barrels, kayak, piano, medieval box, jukebox, scarecrow, purifier, repair bench, water catcher, fish trap, table lamp, hazmat plushy, standing mirror.
Yesterday
Fix cows not fleeing sometimes, add tests for bull and cows behaviour
Yesterday
Optimised Small_Engine and SteeringWheel_Tier2 deploy guides. Small engine guide now uses LOD2, tris 23699 -> 5288 Steering wheel guide combined into one mesh from the LOD1 base and wheel, renderers 2 -> 1, guide draws 2 -> 1, tris 11162 -> 4929
Yesterday
Use weapon recoil values to drive haptic rumble duration/strength
Yesterday
spotlight tripod guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 4 -> 2, built from the LOD1 parts so 7.6k tris -> 3.8k looks exactly the same
Yesterday
Fix super fast acceleration on cows and sheep
Yesterday
Crystal AR glass material tweaks
Yesterday
tier 3 workbench guide combined into one mesh and one renderer. Renderers 3 -> 1, guide draws 3 -> 1, built from the LOD1 parts and tidied in blender so 7.1k tris -> 2.9k, on the shared guide_opaque material
Yesterday
Bull can kick and charge, protects the herd and moves between you and them. Can play toreador with the bull like with the croc. Herd sticks together when in danger instead of scattering. Fix cows decelerating instantly.
Yesterday
wind turbine guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 20 -> 8, rebuilt from the LOD1 parts in blender so 20.9k tris -> 8.2k
Yesterday
Codegen
Yesterday
further optimisation to the boat building station guide mesh guide draws 9 -> 2
Yesterday
Quick rumble/haptics test using a reflection hack for now
Yesterday
merge from render_pipeline_testing (various fixes)
Yesterday
strip all the blending shit, idle just works
Yesterday
hook up igniting/throwing for flare in 3rd person, offset the spawn position of flares
Yesterday
First attempts at spawning predicted grenades at the hand prop position and lerping to the centre of the screen so grenades don't come out of our mouth
Yesterday
Exposed more client commands to be called from the server: - admin.admintime - admin.adminlight - admin.adminreflectionmultiplier - admin.adminambientmultiplier - admin.underwater_effect - admin.underwater_cinematic - admin.underwater_scatter - admin.woundedfreecam - admin.disable_clouds - admin.adminclouds - admin.adminfog - admin.adminwind - admin.adminrain - admin.overrideOceanEnvironmentLerp - global.god
Yesterday
don't do RRP motion blur outside play mode or in non-game view
Yesterday
fix water caustics and contact shadows not working with deferred+ in RRP
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Merge from analogue_steering
Yesterday
Added analogue accelerate/brake support. Mapped to triggers for driving control set. Mapped horn and swap seat buttons/binds. Don't steer when in UI. Updated VDFs.
Yesterday
Marked as saved to config: - espcanvas.MaxNameplates Exposed EspCanvas client commands to be called from the server: - espcanvas.NameplateAutosize - espcanvas.NameplateAutosize_Falloff - espcanvas.OverrideMaxDisplayDistance - espcanvas.DisableOcclusionChecks - espcanvas.ShowHealth - espcanvas.ColourCodeTeams - espcanvas.UseRandomTeamColours - espcanvas.ShowVoip
Yesterday
fix broken frosted glass
Yesterday
Generate and connect animation montages, add hurt and death behaviours + anims
Yesterday
merge from main
Yesterday
clean up animators after removals
Yesterday
add different sleep cycles for critters - rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
Yesterday
Delete duplicates and replace the original animals
Yesterday
setting up nailgun refresh prefab/anims
Yesterday
remove squirrel and rabbit interest mechanics 😔
Yesterday
Fixed Paintball Gun not applying the correct colour setting on 1p/3p and overalls Before: https://files.facepunch.com/raul/2026/September/02_18-03-SurefootedBoutu.mp4 After: https://files.facepunch.com/raul/2026/September/02_17-59-FlowerySnowleopard.mp4
Yesterday
First pass on Vendor B for the randomised train tunnel rooms
Yesterday
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
Yesterday
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
Yesterday
Updating glass ak viewmodel rig
Yesterday
- Moved the post exposure to be applied before sampling the color grading LUT (this is how BiRP handles it) - Changed color grading Lut to be in LogC even if color grading is set to none
Yesterday
Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
Yesterday
boat building station guide combined into one mesh and one renderer. Renderers 2 -> 1, station dropped to LOD1 and platform to LOD2 so 45.7k tris -> 14k
Yesterday
Cliff LOD texture optimization Fixed some broken LOD textures
Yesterday
More LOD texture size changes
Yesterday
- Fix incorrect age calculations - Fix predicted projectiles step not using the sim position
Yesterday
chandelier guide combined into one mesh and one renderer. Renderers 14 -> 1, guide draws 23 -> 4, rebuilt from the LOD1 parts in blender so 26.7k tris -> 11.4k removed a duplicate cable that had both LOD0 and LOD1 active in the guide
Yesterday
player model animation inspector changes: - make timeline tab default - add ik rows - fix toolbar requiring way too much space, - let frame details be shrunk to almost nothing, in a lot of cases you just need to overall view.