142,249 Commits over 4,536 Days - 1.31cph!

4 Days Ago
Merge from main
4 Days Ago
Merge from main
4 Days Ago
Remove unnecessary components from static piano S2P floating cities, outpost
4 Days Ago
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.
4 Days Ago
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
4 Days Ago
Merged Jarryd's changes to LOD preview
4 Days Ago
More textures
4 Days Ago
Resized some LOD textures
4 Days Ago
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
4 Days Ago
Contact list note fix
4 Days Ago
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)
4 Days Ago
Merge from parent
4 Days Ago
Merge from parent
4 Days Ago
Merge from main
4 Days Ago
Car steering max clamp improvement when using analogue
4 Days Ago
Fix NRE when a livestock animal dies
4 Days Ago
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
4 Days Ago
Disable shield compatibility with flashlight
4 Days Ago
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
4 Days Ago
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
4 Days Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
4 Days Ago
Clean up allocation when mounting a car
4 Days Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
4 Days Ago
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
4 Days Ago
Added an overlay opacity slider to the preview tool
4 Days Ago
Merge from modular_car_handling_improvements
4 Days Ago
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
4 Days Ago
Adjusted steeringwheel lerp Adjsuted a couple of other steering values to match Stopped struggling multiplier applying when a car has a handbrake applied
4 Days Ago
fixed wooden loot crate not having enough force in the gibs
4 Days Ago
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
4 Days Ago
scaled down digital clock worldmodel by .5 for a more realistic size (looked noticeably bigger than it ought to)
4 Days Ago
electrical fuse now has a world model - significantly cheaper than burlap sack LOD0
4 Days Ago
merge from main
4 Days Ago
merge from main
4 Days Ago
update flashlight icon
4 Days Ago
Stripped out the Windows Host-specific legacy implementation and polished the VT100 console compatibility (still backward compatible with Windows Host consoles)
4 Days Ago
first pass at rabbit interest, added profiler sample marks, disabled debug cubes
4 Days Ago
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
4 Days Ago
Phrase update
4 Days Ago
merge from main
4 Days Ago
merge from demo_ui_2
4 Days Ago
fix scrollbar styling and presets being cut off in editor curve ui
4 Days Ago
russian roulette; - fix RussianRouletteStorage CanAcceptItem - prefab updated - updated localization - ran manifest
4 Days Ago
first pass on squirrel interest mechanic
4 Days Ago
merge from main
4 Days Ago
fix train pooling errors, add them back to tests
4 Days Ago
merge from main
4 Days Ago
merge from storepage_crystalAR
4 Days Ago
Restored skin viewer cam fov
4 Days Ago
fix glass AR refraction blurring being screen resolution dependent