141,539 Commits over 4,505 Days - 1.31cph!
Adjusted Blockers at Launch site, Military Tunnels and Missile Silo
S2P
Adjusted monument blocker protection and HP
Merge from PlayerRigUpdate2
Fixed WireTool not overriding 3p_stance-idle_relax_running
Merge from AugustQuickfire_Buffs1
Merge from AugustQuickfire_2Pie2Furious
Merge from white_firework_boomer
Merge from new_navmesh_fixes (discarded testlist changes, will regenerate once merges are done)
Merge from reduce_nade_stack_size
Merge from homing_launcher_tweaks
Merge from semi_pistol_tweaks
Merge from launchsite_walkway
Merge from new_achievements_sep26 (clan achievements)
Score achievement is now awarded when earning any score, not at a threshold
Merge from tc_auth_group_tests
Added info about the current group tax applied when hovering over the upkeep cost in the TC loot panel
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Merge from marketplace_power
Hooked up a power icon on the marketplace terminal when the marketplace isn't powered
Bugfix: ensure coverImage is enabled when initialized after initEmpty
Think it's time to move to standalone testing
Tests: navigated shop UI - all tiles had images
Added 3 apples to oak_d for now for testing
Added apple to the manifest
Re-implemented all the previous logic from the hackweek branch
Bugfix: restore DLC prefab setup which caused NREs on dlc tile click
- ran dyn ref assign
Tests: clicked through all dlc items - all open
Patrol heli, bradley, satellite crash sites get saved correctly instead of all crates disappearing when the server restarts
- Enable saving on all of the crates and server gibs, the OnFire state persists
- Converted satellite crates to the same LockedByEntCrate setup that heli and bradley use, got rid of TimedUnlootableCrate
- Set all of the crate despawn time to 30 minutes from 60 (doesn't make sense for them to stick around longer than the gibs)
- Fix heli crates landing on unloadable train wagons again (needed an extra fix now that they're saved)
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Bugfix: avoid invalidating sprites when shop opens (caused by closing page on warmup)
- Moved tab opening to OnOpened, after dynamic bundle resources were loaded
- also implement better handling of overwrites
Too much time chasing editor boot optim skipping warmup causing weirdness
Tests: could scroll in general shop page, most of the tiles were clickable, only special dlc items were throwing. Still missing icons
GetDpiForWindow to GMOD_GetWindowDpi in one missed spot
* Got trolled by VSCode not saving the file
Slightly unfix DPanelSelect:OnActivePanelChanged
* So it is called even when the current panel is reselected, as some existing stuff (Player Model Editor) relies on it. Still only run associated convars if the selected panel actually changed
Prevent Lua errors in Player Model editor due to weird existing mods
* Apparently there are mods out there that provide boolean arguments to AddValidModel's new arguments
Allow matproxies without a bind function
Apply potential fix for procedural bone sizing
Keep a reference to custom cubemap while spawnicons are rendered
Try to make spawnicon editor size with screen
Added render.BindLocalCubemap
* Helps custom model rendering, such as icon editor and player model selector
* It takes a string as input, so it can handle HDR and non HDR cubemaps for you
Adjust icon editor colors to match actual values in spawnicon rendering
Draw Icon Editor spawnicon over the background
Added ability to overwrite spawnicon rendering lighting
* RebuildSpawnIconEx accepts "lightbox" (6 vectors) and "lights" keys (same as render.SetLocalModelLights)
* Simple preview - sky is the limit on actual light setups - https://files.facepunch.com/rubat/2026/August26-3166-AcidicArgentineruddyduck.mp4
Bugfix: rename a field to let StoreBundleTool find replicated ref field
- ran dyn ref & bundle assigns
Tests: can click on featured tiles in store (but tile icon was still missing)
some more tweaks to textures that don't need to ship 2k
vram 12.0MB -> 1.0MB
texture reduction pass - deployable, tools, food, component items:
71 textures touched, 38 resolutions brought down
an apple had a 2k ao map at runtime
vram 55.1MB -> 9.5MB
Update: ran "Update UI bundle assignments"
- fixed it up to skip reimporting assets with correct bundle assignations
Tests: checked meta files
Update: progress on reviving dynamic shop assets
- restore most of ui logic to cache/uncache dynamic bundle
- make storeitemdlc use dyn ref for page prefab
- change store logic to create empty tiles on warmup, then fill with content once opened
Tests: ran through the store in the editor. it's broken in a bunch of different ways, but seeing signs of system engaging, so progress
russian roulette;
- updated textures
- updated material
- fixed suffix naming
modular car wheel fix
left wheels swapped over to use wheel_b.fbx instead of flipping wheel_a.fbx, right side stays on wheel_a
no more mirrored wheels on 2, 3 or 4 module - fixes the flipped normals
cleared the leftover rotations on the wheels
https://files.facepunch.com/pilgrim/2026/August/25_19-17-ShadowyHerculesbeetle.png
Merge from attackheli_armour_damage
Merge from main and heli gibs
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HealthThresholdToggle improvements
Launchsite / made the rocket factory ledge taller
Merge from modular_car_handling_improvements
merged flashlight refresh
Fix low res navmesh on ghost ships
Reduce the size of the main cabin collider so it doesn't block shots through the newly exposed gaps when panels come off
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- updated turn on/off viewmodel anims
- set up events for switch sounds in 1p and 3p
- edited current 1p and 3p deploy sounds to fit new anims