155,180 Commits over 4,536 Days - 1.43cph!
Merge: from mt_snapshot_saving
- Clean: removal of old MutexPool, hasn't been in use for 2months
Tests: booted craggy, ran print_memory
Clean: remove MutexPool
- ran codegen
Tests: booted craggy, ran print_memory
add crabs audio integration
Merge from Render Pipeline Testing
Merge: from ui_store_slim_ram
- Optim to stop loading store atlases, saves up to 250MB
- Bugfix for missing images in workshop tab
Tests: produced a build and inspected memory snapshots. navigated to workshop tab in inventory
fix tilted player rotation when exiting mounts
Halloween Wallpapers - texture updates
Fix TestSheepShearing.BlowBesideWool_ShearsRatherThanCuts being broken after shearing changes
Add "Rust Render Pipeline" UI toggle under experimental
Update rust native libs for all platforms
Merge from critter_animals_sounds
adding missing files for m92 anim update
Fix broken motion vectors of skinned meshes when their material has instancing enabled
Adjusted LOD distances for sheep
- Move navmesh save to background thread (260ms -> 0.8ms for large map)
- Instead of re-saving all tiles, append only dirty tiles at end of save, and only do a full resave when the size cap is blown
Critter animals audio tweaks and added crab sounds
Add in livestock analytics
merge from critter_animals
add "ally" status for some critters with other creatures
- noone attacks crabs (they dont have hitbox anyways)
- stags, boars, and bulls dont attack critters
m92 3p anim updates and weapon rig anims
Fix inbred cows looking wrong
Merge from critter_animals
Fixed animal fence and biofuel generator missing from primitive gamemode, reduced scrap cost of fence and gate across all gamemodes
crabs dont spawn in ocean where there's no navmesh
frogs that die while swimming play swimming death anim
frogs transition to swimming animation better
Merge from sandbag_barricade_sounds
Added new sounds to the different sandbag barricade stages/sizes and their ui
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Merge from render_pipeline_testing
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
New detailed frame timing in the F8 performance overlay.
https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
Merge from render_pipeline_testing
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merge from Crossbow_Arrow_Fix
main -> character_customisation
merge from countby_command
merge from automated_testing
- Changed the NGSS shadow sampling code to keep the loops rolled to prevent register pressure.
- Moved the poisson disk arrays to the CPU and passed them in to the GPU as a constant buffer to prevent them from taking up register space.
- Reduced the amount of data needed per AdditionalShadowData element to reduce register usage during the shadow sampling process.
merge from minigun_ammo_reload_fix
Only change livestock hp in 5% increment when mood increases / drops, to avoid networking full entity snapshots everytime health changes because of mood