142,096 Commits over 4,536 Days - 1.31cph!

Today
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.
Today
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
Merged Jarryd's changes to LOD preview
Resized some LOD textures
Today
set rig to none and disabled animation import on 31 workbench upgrade fbxs including their gibs, none of them contain a rig or animation and generic rig was adding a dead animator to every model root
Today
Contact list note fix
Today
fixed efficiency upgrade coming in way too big. last lod was okay - must have been in local mode on lod 2 when applying the transforms in blender (they have to be all visible)
Today
Merge from parent
Today
Merge from parent
Today
Merge from main
Today
Car steering max clamp improvement when using analogue
Today
Fix NRE when a livestock animal dies
Today
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
Today
Disable shield compatibility with flashlight
Today
Update the item information panel when a player changes the selected skin when crafting Fixes egg vision not appearing when changing between wolf headress skins
Today
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
Yesterday
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
Yesterday
Clean up allocation when mounting a car
Yesterday
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
Yesterday
Added TOAST explaining that a handbrake now exists in modular cars Will play a max total of 5 times whenever a player mounts the drivers seat
Yesterday
Added an overlay opacity slider to the preview tool
Yesterday
Merge from modular_car_handling_improvements
Yesterday
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
Yesterday
Adjusted steeringwheel lerp Adjsuted a couple of other steering values to match Stopped struggling multiplier applying when a car has a handbrake applied
Yesterday
fixed wooden loot crate not having enough force in the gibs
Yesterday
updated spike trap to fix low resolution texture on the bottom of the world model - world model is a bit bigger in size as a result. changed the guide mesh to use LOD2 instead of 3 so the spikes are present in the guide mesh https://files.facepunch.com/pilgrim/2026/September/02_00-13-LazyBlackandtancoonhound.mp4
Yesterday
scaled down digital clock worldmodel by .5 for a more realistic size (looked noticeably bigger than it ought to)
Yesterday
electrical fuse now has a world model - significantly cheaper than burlap sack LOD0
Yesterday
merge from main
Yesterday
merge from main
Yesterday
update flashlight icon
Yesterday
Stripped out the Windows Host-specific legacy implementation and polished the VT100 console compatibility (still backward compatible with Windows Host consoles)
Yesterday
first pass at rabbit interest, added profiler sample marks, disabled debug cubes
Yesterday
Fixed middle mouse reset on DNumSlider not working PR: Make playermodel editor sliders work consistently with other sliders * Specifically, the value of the slider actually matches the visual preview Fixed player breathing animation at high curtime being choppy Fixed infinite recursion with ragdoll teleportation Fixed a number of crashes with npc_hunter if its physics obj is delete Double curtime related fixes * Fixed weapon bob being choppy at high curtime * Fixed strider gunfire at high curtime * Fixed func_tank firing at high curtime * Fixed sprite animations at high curtime * Fixed gunship firing at high curtime * Fixed flying/falling NPCs being choppy mid air
Yesterday
Phrase update
Yesterday
merge from main
Yesterday
merge from demo_ui_2
Yesterday
fix scrollbar styling and presets being cut off in editor curve ui
Yesterday
russian roulette; - fix RussianRouletteStorage CanAcceptItem - prefab updated - updated localization - ran manifest
Yesterday
first pass on squirrel interest mechanic
Yesterday
merge from main
Yesterday
fix train pooling errors, add them back to tests
Yesterday
merge from main
Yesterday
merge from storepage_crystalAR
Yesterday
Restored skin viewer cam fov
Yesterday
fix glass AR refraction blurring being screen resolution dependent
Yesterday
Disabled bullets in the mag when inspecting the viewmodel in the skinviewer cause they draw on top for whatever reason
Yesterday
Added backdrop bg to the skin viewer so the crystal AR has something to reflect Restored viewmodel inspection
Yesterday
merge from main to high_stakes_dlc