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139,742 Commits over 4,505 Days - 1.29cph!

Buff radwater so it does significant damage to full kits Implement new scaling system that reduces rad amounts via sacled protection rather than straight values - used with only sprinklers + rad water
Today
Remove the duplicate client colliders for front panel
Today
Merge from main
Today
HealthThresholdToggle list support
Today
merge from analytics_wm_tris
Today
Add worldmodel tri count for LOD0 meshes as field in item definition dump
session_modal_overflow_fix -> main
Fix description scroll not working Clamp some flex elements so the connect modal cant overspill anymore and stretch itself so much that you cant see disconnect
Today
same as attack heli - setup hab armour colliders properly for both client+server so they can be removed properly added collision mesh for the frame updted prefab
Today
First pass boiler room (random room) shell
Today
Cargo ship no longer despawns its crates on server restart / does more loot cycles but randomly starts leaving inbetween - whole event should now saveload correctly - Saves the loot rounds that have passed, re-schedules the remaining correctly - Saves available spawn point indices so crates don't spawn on top of each other
Today
Fix old ais fleeing when player jumps
HQM prefabs
Today
give this a try cause why not
Yesterday
HQM ore texture and HQM collectible art
Yesterday
made chanegs to the attack heli colliders left, front and right panels so tht they can be toggled off when removed.
Yesterday
merge from main -> fix_hotbar_swap_overstack
Yesterday
merge from comfort_fixes
Yesterday
Bear rug: 100% comfort within 2m of the comfort trigger spheres. Gradual falloff until 3m. Rug: 100% comfort within 1m of the comfort trigger spheres. Gradual falloff until 2m. Previous fixes would have meant these deployables would have only given a solo player 25% comfort. Boosted values to not destroy years long gameplay behaviour
Yesterday
Update: add DynamicFullscreenSprite and DynamicGallerySprite to shadow respective fields on UI_StoreItemOverlayPage - updated StoreBundleTool to also inspect private fields marked with SerializeField - updated PageElementDrawer to render DynamicRef fields (and fix layout issues) - ran UpdateDynRefs Tests: inspected serialized prefabs
Yesterday
merge from main (conflicts resolved)
Yesterday
camera, obsidian knife, vampire stake texture reduction among others 11 maps 2048 -> 1024, vram 24.8MB -> 6.2MB
Yesterday
Changed functionality of flashlight to be like the torch, now r/click to turn on/off (press f removed) - New flashlightWeapon.cs - Updated animator with new states (viewmodel wants_on/is_on/ignite/extinguish/lit_idle) - Added 1st pass anims (wip) - setup different admires based on state - 3p setup - updated 3p states, new child controller & anim for turning on/off - Tool tip updated to reflect changes = BasePlayer-Server.cs (extinguish on sleep/disconnect) - RpcCalls.cs (dispatch table for Ignite/Extinguish)
Yesterday
Merge from main
Yesterday
merge from more_cliff_fixes
Yesterday
Merge from main
Yesterday
Add HealthThresholdToggle
Yesterday
set gib models to read/write enabled
Yesterday
removed blocker assets from branch & split up train tunnel parts
Yesterday
merge from demo_ui_2
Yesterday
Update: Add DynamicPagePrefab to "shadow" PagePrefab field on ItemStoreTakeover - added default picker rendering to DynamicResourceRefDrawer - ran StoreBundleTool to auto-assign DynamicPagePrefab Tests: inspected the prefab changes
Yesterday
Compile fix
Yesterday
Remove debug logs, slight cleanup + formatting
Yesterday
weapon + tool texture further reduction pass where applicable 45 ao maps 1024/2048 -> 512, reduced m15 worldmodel bc/nrm/sg 2048 -> 1024 (almost no visual difference for 3rd person) vram 44.1mb -> 11.8mb
Yesterday
Hackable crate flag / visual fixes Skip puzzlereset alerts when force resetting after restart
Yesterday
First lot of feedback applied - Decreased body roll - Stopped cars from spinning out, can now handle drifting at higher speeds (cant have both atm) - Smoothed out steering again, was aggressive on roads
Yesterday
added missing rabbit files. Animation, model and prefabs now added.
Yesterday
Glass AR - worldmodel texture rebake
Rin
Yesterday
merge from More_SMGbodies
Rin
Yesterday
Minor increase to SMG body spawn chance Minor decrease to Rifle body spawn chance Why? All rifle body weapons are Workbench Lvl 3, and most SMGs are Workbench Lvl 2. This should help the mid game.
Yesterday
merge from authorize_friend_lag_fix
Yesterday
Some market terminal UI to explain the system
Yesterday
Fix session modal overflowing on long descriptions - preventing you from disconnecting
Yesterday
Optimize SteamFriendsList.Refresh, fixing huge lag spikes when authorizing friends to turrets etc. when theres a lot of players in your team
Yesterday
Merge conflicts
Yesterday
reset locations of gibbable stages
Yesterday
main -> character_customisation
Yesterday
Merge from hackweek_random_skin_crafting
Yesterday
New random icon. Swap material for icon. Cache some stuff.
Yesterday
tuna and bean cans now drop open empty cans when eaten instead of unopened versions empty version are lower in triangle count for LOD0 than the previous world models https://files.facepunch.com/pilgrim/2026/August/25_10-09-GullibleBangeltiger.mp4