155,764 Commits over 4,536 Days - 1.43cph!

Today
Added gib setup to wet log A so it spawns debris when depleted
Today
Made a start on being able to toggle specular contribution from specific lights. Still needs support for the Core path and Forward+ rendered objects
Today
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
Today
Fix oversized landmines - worldmodel optimisation changed the shared mesh import scale from 0.5 (this was changed 4 years ago) to 1, doubling placed mines. Halved all four LOD meshes in Blender and re-exported to restore the original size whilst keeping the import scale 1.
Today
merge from ent_nre_fix
Today
merge from 2Cave2Furious
Today
merge from arrow_collision_fix
Today
Arrow collision fix
Today
Fix obsolete comment about coats
Today
Second pass on livestock naming
Today
Hook up the procedural cow textures derived from genes
Yesterday
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case) Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks
Yesterday
merge from main -> sentry_upload
Yesterday
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
Yesterday
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Yesterday
Removed PropRenderers from 32 prefabs that don't need them
Yesterday
Icon generator window refactor Can now be run from anywhere, regardless of scene Runs a realtime viewport with moue controls for zooming, panning and rotating Added a button to match another prop renderer, copies all of the settings from one prop renderer to another Added an overlay option, loads a sprite and overlays it on the viewport with a fade slider so we can eyeball match icons Open icon generator button int he inspector now opens the window, doesn't change scene Fixed prefabs that have a PropRenderer but were not found in the icon generator list - any PropRenderer in the project will now appear in the list after a refresh (refresh takes twice as long though)
Yesterday
Fixed a few places where we were caching a static reference to the scrap item def, we have ItemLookup in ItemManager that does this for us Deduct scrap when purchasing animals
Yesterday
First pass on livestock naming
Yesterday
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Yesterday
Allow base ResourceEntity's to spawn gibs when depleted
Yesterday
Reapplied the fix for the crate spawning in cave_small_Easy, committed the scene this time, S2P cave
Yesterday
Cleanup some of the code
Yesterday
Merge from main (stomped test list)
Yesterday
Fixed an occasional NRE when running `ent` commands on entities that are dead but haven't been cleared from the client yet (eg. spamming the command on dropped items on lower server and client FPS) Mild new list cleanup
Yesterday
Merge from itemdesc_alignment_fix
Yesterday
Change item description text horizontal alignment in GameUI.Inventory from Justified to Left Fixes the characters looking stretched and inconsistent between item description strings. Justified also never applies to the last line, so only the last line would look normal Before https://files.facepunch.com/martynchapman/2026/September/09_21-26-VitalXuanhuasaurus.png After https://files.facepunch.com/martynchapman/2026/September/09_21-26-FractalSpidermonkey.png
Yesterday
Merge from headitem_overlays_fix
Yesterday
- Fix heavy plate helmet and diving mask screen overlays disappearing when downed or dead - Fix heavy plate helmet audio muffling being cancelled by the wounded mixer snapshot. Muffling now has its own lowpass stage on the In Game and Player Voices groups, so it can mix with other snapshots instead of competing for the one snapshot slot - Helmet muffling is inactive for snapshots like CCTV and Underwater as that felt correct - Remove UIPrisonerHoodOverlay, it's overriden behaviour is what the base class UIBlackoutOverlay does by default now
Yesterday
crab texture sizes
Yesterday
Cherrypick CS 163721 (the command to test crash uploads) to the newer branch
Yesterday
- Make genes impact cow selling price - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
Yesterday
- Make better tests for livestock capture, including with the new pen - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
Yesterday
merge from Cow_pattern_testing
Yesterday
add admin convar to scale density of global atmophere fog
Yesterday
Sheep traits setup
Yesterday
fix saturation difference in RRP due to incorrectly placed sharpen filter
Yesterday
added debug visualiser to fur shader
Yesterday
Added automated test to check collectable entities have a token and phrase
Yesterday
first pass at seaturtles, with ocean locomotion turtles use movement similar to sharks, with their own budgeted queue for movement processing fixed population convars for other critters removed unnecessary timers from save/load of critters
Yesterday
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
Yesterday
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities
Yesterday
Fix livestock fence being ignore by navmesh
Yesterday
Set up procedural materials on cow/bull/calf Added temp pattern tester to LOD0 renderers
Yesterday
Move livestock convars out of ai. and into their own factory
Yesterday
Hair smears in bitangent direction instead of tangent
Rin
Yesterday
Further improved deployment
Yesterday
merge from fur_shader_improvements
Yesterday
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
Yesterday
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