142,226 Commits over 4,536 Days - 1.31cph!

2 Days Ago
tier 3 workbench guide combined into one mesh and one renderer. Renderers 3 -> 1, guide draws 3 -> 1, built from the LOD1 parts and tidied in blender so 7.1k tris -> 2.9k, on the shared guide_opaque material
2 Days Ago
Bull can kick and charge, protects the herd and moves between you and them. Can play toreador with the bull like with the croc. Herd sticks together when in danger instead of scattering. Fix cows decelerating instantly.
2 Days Ago
wind turbine guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 20 -> 8, rebuilt from the LOD1 parts in blender so 20.9k tris -> 8.2k
2 Days Ago
Codegen
2 Days Ago
further optimisation to the boat building station guide mesh guide draws 9 -> 2
2 Days Ago
Quick rumble/haptics test using a reflection hack for now
2 Days Ago
merge from render_pipeline_testing (various fixes)
2 Days Ago
strip all the blending shit, idle just works
2 Days Ago
hook up igniting/throwing for flare in 3rd person, offset the spawn position of flares
2 Days Ago
First attempts at spawning predicted grenades at the hand prop position and lerping to the centre of the screen so grenades don't come out of our mouth
2 Days Ago
Exposed more client commands to be called from the server: - admin.admintime - admin.adminlight - admin.adminreflectionmultiplier - admin.adminambientmultiplier - admin.underwater_effect - admin.underwater_cinematic - admin.underwater_scatter - admin.woundedfreecam - admin.disable_clouds - admin.adminclouds - admin.adminfog - admin.adminwind - admin.adminrain - admin.overrideOceanEnvironmentLerp - global.god
2 Days Ago
don't do RRP motion blur outside play mode or in non-game view
2 Days Ago
fix water caustics and contact shadows not working with deferred+ in RRP
2 Days Ago
Merge from parent
2 Days Ago
Merge from main
2 Days Ago
Merge from analogue_steering
2 Days Ago
Added analogue accelerate/brake support. Mapped to triggers for driving control set. Mapped horn and swap seat buttons/binds. Don't steer when in UI. Updated VDFs.
2 Days Ago
Marked as saved to config: - espcanvas.MaxNameplates Exposed EspCanvas client commands to be called from the server: - espcanvas.NameplateAutosize - espcanvas.NameplateAutosize_Falloff - espcanvas.OverrideMaxDisplayDistance - espcanvas.DisableOcclusionChecks - espcanvas.ShowHealth - espcanvas.ColourCodeTeams - espcanvas.UseRandomTeamColours - espcanvas.ShowVoip
2 Days Ago
fix broken frosted glass
2 Days Ago
Generate and connect animation montages, add hurt and death behaviours + anims
2 Days Ago
merge from main
2 Days Ago
clean up animators after removals
2 Days Ago
add different sleep cycles for critters - rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
2 Days Ago
Delete duplicates and replace the original animals
2 Days Ago
setting up nailgun refresh prefab/anims
2 Days Ago
remove squirrel and rabbit interest mechanics 😔
2 Days Ago
Fixed Paintball Gun not applying the correct colour setting on 1p/3p and overalls Before: https://files.facepunch.com/raul/2026/September/02_18-03-SurefootedBoutu.mp4 After: https://files.facepunch.com/raul/2026/September/02_17-59-FlowerySnowleopard.mp4
2 Days Ago
First pass on Vendor B for the randomised train tunnel rooms
2 Days Ago
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
2 Days Ago
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
2 Days Ago
Updating glass ak viewmodel rig
2 Days Ago
- Moved the post exposure to be applied before sampling the color grading LUT (this is how BiRP handles it) - Changed color grading Lut to be in LogC even if color grading is set to none
2 Days Ago
Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
2 Days Ago
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
2 Days Ago
Cliff LOD texture optimization Fixed some broken LOD textures
2 Days Ago
More LOD texture size changes
2 Days Ago
- Fix incorrect age calculations - Fix predicted projectiles step not using the sim position
2 Days Ago
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
2 Days Ago
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.
2 Days Ago
Fix fadeout when going from one deploy animation to another
2 Days Ago
- Lazily resolve grenades predicted visual - Add convar
2 Days Ago
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
2 Days Ago
Fix boar chasing too fast, fix animals not running away properly when player on foundation
2 Days Ago
Merge from main
2 Days Ago
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
2 Days Ago
Fix animals clipping with the player
2 Days Ago
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
2 Days Ago
merge from fuse_clan_score_fix
2 Days Ago
main -> grenade_client_prediction