141,630 Commits over 4,505 Days - 1.31cph!

Today
optimisations to the mixing table - need to figure one thing out first
Today
Added Windows Terminal compatibility to the windows server console Fixes the server console from glitching and being unusable, backward compatible with Windows Console Host Before: https://files.facepunch.com/raul/2026/August/26_21-10-YellowEider.mp4 After: https://files.facepunch.com/raul/2026/August/26_21-08-NegligibleBarasingha.mp4
Rin
Today
merge from hqm_ore
Today
set better speed values and improved animation blending (not enough tho) movement looks more natural but needs more work fixed critters hovering above ground instead of being on surface
Rin
Today
HQM Collectable 8 > 5 HQM Node 30 > 20 More common in jungle than other biomes
Today
Merge from boat_deploy_error_fix
Today
Fix the incorrect "Can't be deployed on boats" deploy message when something is just badly placed.
Today
Merge from playerboat_decay_fix
Today
Persist timeSinceLastUsed for playerboats. Fixes no decay bug on daily restart servers.
Today
Added calf texture variations. set up with material variants.
Today
Merge from workbench_upgrade_rug_deploy_fix - Rugs no longer block installation of workbench upgrades
Today
merge from Monument_Blocker_Balance
Today
S2P mil tuns, silo, large oil
Today
Changed TerrainFootprint's default MaxTiltDegrees to 35 after finding a tiny rock gap that was not resolved by the footprint terrain modifications because the rock was at 26 degrees, 1 degree over the existing MaxTiltDegrees
Today
More fixes
Today
Merge from hab_armour_damage
Today
Merge from main
Today
merge from main -> Hackweek_CompostUI
Today
merge from fix_hotbar_swap_overstack -> main
Today
Merge from main
Today
Removed mipmaps from the default unity spotlight cookie texture to fix light leaking issues
Today
merge from admin_invis_cube_variants
Today
Added admin_invis_cube_3x3_attack and admin_invis_wall_01_attack variants (they can be hit with melee or shot at)
Today
merge from demo_ui_2
Today
Fix animation loader not working in builds, clips needed to be marked legacy
Today
attempt to optimise the three planters. noticed that they have 3 materials on last lod so baked small, large and triangle last LOD down to one 512 albedo and one material soil now culls at 40m and hands off to the bake also fixed 12 monument/static prefabs still on the pre-bake material arrays -will need checking over lod2 draw calls 3 -> 1 per planter https://files.facepunch.com/pilgrim/2026/August/26_17-21-OilyUrson.mp4
Initial general attempt at grenade client prediction. Works for drops as well as throws Works for both grenade weapons and thrown weapons
Rin
Today
merge from main
Today
Merge from render_pipeline_testing
Today
Clamping spolight cookie UVs
Today
merge from maintainables_fixes
Today
S2P gas station, to apply prefab fixes
Today
Megre from attackheli_armour_damge
Today
Merge from modular_car_handling_improvements
Today
Merge from render_pipeline_testing
Today
Fixed an issue that was causing spotlights to project backwards
Today
Maintainables fixes - potential fix for water pipes spawning at strange angles - fix gas station loot spawners not returning after server restart
Today
Bugfix: dynamically load sprites in store's item overlay - converted some ugly safety code to new IsValid extension Tests: navigated and clicked through all the shop UI - stuff was there
Today
Ensure the occlusion culling convar gets disabled when RRP is active rather than just trying to disable it on the backend
Today
Bugfix: make shop tiles clickable - reassigned bundles to resources as some were stale and wrong - ripped out Update Dyn Ref action, as the data source is now not saved - also replaced manual FileSystem calls with Load method to keep it clean - improved dynamic resource logging to know which resource failed to load Tests: was able to navigate through all menus of shop. gotta fix missing icons in places
Today
Prevented occlusion culling running while RRP is enabled at the moment, as it was causing visibility issues
Today
More work on large boiler room (large randomised room). Reduced LOD distances on some very tiny debris meshes.
Today
Fixed burnout smoke playing when it shouldnt
3 Days Ago
Improve reliability of Voice Chat HUD * Adds util.IsPlayerSpeaking (internal really) * PlayerStartVoice & PlayerEndVoice now get called consistently even if the player entity does not exist. They also both get consistent PlayerIndex argument, which is now used in base gamemode to index voice panels Try to solve potential backwards compat issues w/ voice panel changes Do not play suit animation on spawn * This is apparently a thing where multiplayer gamerules force equip the suit on spawn, but with animation enabled
Yesterday
Merge from main
Yesterday
update from main
Yesterday
Fix navmesh not being present in some rooms behind doors even if scientists can open them (potentially missile sillo and ghostship), the room navmesh a disconnected island because the door was baked into the navmesh, blocking the doorwash, and we prune disconnected navmesh regions
Yesterday
merge from midi_warmup
Yesterday
MIDI Plugin now warms up in the thread pool on game startup, fixing 10+ second freeze in-game when first deploying/mounting an instrument
Yesterday
Adjusted armour fall off - 80% Left - 70% Right - 60% Front