142,143 Commits over 4,536 Days - 1.31cph!

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.
Yesterday
Fix fadeout when going from one deploy animation to another
Yesterday
- Lazily resolve grenades predicted visual - Add convar
Yesterday
sail guide combined into one mesh and one renderer. Renderers 25 -> 1, guide draws 26 -> 3, sail body optimised from LOD0 in blender so 22.8k tris -> 10.4k arrows rebuilt as a single mesh replacing the 24 unity cubes the back of the sail fabric now shows in the guide where before only the front rendered https://files.facepunch.com/pilgrim/2026/September/02_14-38-MeatyBoilweevil.mp4
Yesterday
Fix boar chasing too fast, fix animals not running away properly when player on foundation
Yesterday
Merge from main
Yesterday
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
Yesterday
Fix animals clipping with the player
Yesterday
cannon guide combined into one mesh and one renderer. Renderers 11 -> 1, guide draws 11-> 2, built from the LOD1 parts so 24k tris -> 15k cannon_base LOD chain fix also fixed deployable telephone to properly reference LOD2 instead of doubling up on LOD1 from 15m -> 50m culling distance.
Rin
Yesterday
merge from fuse_clan_score_fix
Yesterday
main -> grenade_client_prediction
Yesterday
merge from hab_armor_LOD_fix
Yesterday
removed door that was baked into lod3 of the hab armor causing the door to change position
Yesterday
Refactored BowWeapon and CrossbowWeapon to have a shared ArrowWeapon class Standardise them to have a single exposed 'Extra Arrow Renderers' list that can arrows outside arrowRoot Standardise turret workflow
Yesterday
Disabled playOnShow on blocker stage change particle FX
Yesterday
Possible fix for deployment of the triangle hatches sometimes being blocked by nearby deployables
Yesterday
Merge from main
Yesterday
Add some prevent movement colliders to the barrel blockers which persist between destruction stages
Yesterday
Disable steering input when UI visible
Yesterday
Fixed the GrabPass error spam coming from the Simple Water shader
Yesterday
Phrase fix
Yesterday
cleaned up test scene and meshes
Yesterday
Fixed the GrabPass error spam coming from the Particle/Refraction shader
Yesterday
fixed the fuel tank and fridge junk LOD chains as they were broken fuel_tank_a_600 and a_900 had their LOD3 at 300m, the same distance as the cull, so it never showed - moved to 150m and gave a_900 the cull state it was missing whcih meant it was never culling fuel_tank_b_300/600/900/900_alt moved their last LOD switch from 50m to 150m to match, and the last LOD on all six tanks no longer casts shadows fuel tanks LOD distances are unified now fridge_junk door had the same dead state at 80m - LOD2 now switches at 50m ran s2p
Yesterday
Manifest
Yesterday
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup Should make copying the setup over to the other rigs faster
Rin
Yesterday
merge from glass_ar
Yesterday
Fix potential mismatch of enabled colliders on server and client on monument blockers Fix collapse blocker holding invalid reference to one of its colliders
Yesterday
Finalized full implementation of the server console on Linux - behaves the same as on Windows, including overriding -logfile https://files.facepunch.com/raul/2026/September/02_11-59-CaringPeacock.mp4
Yesterday
Fixed ShowToast_Translated not parsing tokenized phrase
Yesterday
Post merge manifest
Yesterday
Fix "guid is empty" server error when first dropping certain items
Yesterday
workbench upgrade visuals now share the workbench LOD distances 1/50/150 cull 250, this also matches the workbench upgrade empty states added the missing cull states on recyclebin, salvage and efficiency and fixed engineer culling at 25m now a lot more consistent and unified
Yesterday
added the missing cull state to 5 props that drew their last LOD forever - pork and wolf oven meat, small battery, satellite control console, kayak paddle
Yesterday
Crystal AK - adjusted entity LOD distances, final LOD was too close when in character's hands
Yesterday
Merge from main
Yesterday
Merge from deployablefencegate
Yesterday
Merge from LOD preview branch to bring in new viewport tool
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Remove unnecessary components from static piano S2P floating cities, outpost
Yesterday
fixed raw and spoiled pork ran LOD0, 1, 2, 3, then LOD0 again at 35 m, so past 35 m they draw eight times more than at 15 m never culling. fixed Human meat and wolf meat (oven and raw) had a similar issue but repeated their cheapest mesh instead of culling.
Yesterday
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
Yesterday
Merged Jarryd's changes to LOD preview