159,098 Commits over 4,566 Days - 1.45cph!

Today
merge from main
Today
Use Facepunch.Steamworks GetPngAnalogActionGlyph for stick/trigger glyphs, remove the now unnecessary hacky workaround
Today
Merge from main
Today
Fix motion vector pass being culled when ocean is present
Today
Merge from main (actually latest this time)
Today
Updating tattoo rig with updated mesh
Today
Merge from main, and fix MapInterface marker conflict
Today
Merge from render_pipeline_testing
Today
Merge from render_pipeline_testing
Today
Merge from fp_sw_glyph_fixes
Today
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
Today
Forward jump down animations for cow and sheep
Today
Updating flail viewmodel rig
Today
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Rin
Today
Handmade SMG damage Increased 20 > 21
Today
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Today
Merge from car_spawning_prefill
Today
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
Today
Manifest update
Today
Merge from main
Today
Merge from prototype_draggable_markers Can now drag map markers on the map screen with MMB
Today
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Today
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Today
Merge from terrain_watermap_test
Today
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
Today
Merge from livestock_digestion_boost
Today
Cleanup
Today
Merge fixes Apply the dung boost the whole time an animal is eating an item from the trough, not just when the item is consumed (caused gaps in boost coverage) Animals eat a booster item from the trough over any other item
Today
Merge from main (sketchy merge, need to revert any behaviour changes)
Today
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
Today
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable Saves 0.1ms when firing the AK
Today
Merge from hardcore_changes_nov_26
Yesterday
Reduced the amount of pooled pilot codelock 200 -> 25 Keylock 1 -> 50
Yesterday
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
Yesterday
Reduced the amount of pooled ballista projectiles 100 -> 3
Yesterday
Modified hardcore upkeep values Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite Vanilla: 0.1/0.15/0.2/0.33 Old Hardcore: 0.2/0.3/0.4/0.66 New hardcore: 0.1/0.15/0.25/0.4 New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Reviewed the amount of bullet impacts and decals we prewarm - Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others. - Glass impact 25 -> 32, it stays alive for 4s+ - Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
Yesterday
Merge from warm_prefabs_measure
Yesterday
Merge from tree_hit_forgiveness
Yesterday
Prewarm 10 copies of each sound templates, they were all set to 1 small-sound gets 50 Trying to get to a point where I can empty an AK magazine without instantiating any prefab
Yesterday
Added a level of hit forgiveness if the player is attacking a thin tree and misses Only affects trees with a trunk radius of < 0.15m (hit_forgiveness_max_trunk) If the player misses, we do an additional sweep of 0.12m to try and hit the tree
Yesterday
Update manifest, last merge broke play mode
Yesterday
Fixed all the references to the default unity Quad in particles not actually using it Any of these particle being set active in builds could spike up to 7ms, caused by ParticleSystemRenderer::UpdateCachedMesh walking the Quad whole user list to check whether its already registered It was referenced by thousands of renderers in monument prefabs, this is why the AK muzzle was slow to spawn in 167737
Yesterday
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Yesterday
Merge from car_spawning_prefill Modular cars spawned in the wild now have half of their engine slots filled with low quality parts These parts are locked and cannot be removed until the car is loaded onto a modular car lift - making it easier to get a car up and running
Yesterday
Merge from halloween_2026_update
Yesterday
Exiting the halloween/xmas portals now shows exit as an interaction prompt
Yesterday
Cherry pick 167632 - prevent seasonal dungeons spawning in building priv Also applied a 1s cache to prevent it hammering physics too much