139,615 Commits over 4,505 Days - 1.29cph!
set gib models to read/write enabled
removed blocker assets from branch & split up train tunnel parts
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
Remove debug logs, slight cleanup + formatting
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
Hackable crate flag / visual fixes
Skip puzzlereset alerts when force resetting after restart
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
added missing rabbit files. Animation, model and prefabs now added.
Glass AR - worldmodel texture rebake
merge from More_SMGbodies
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.
merge from authorize_friend_lag_fix
Some market terminal UI to explain the system
Fix session modal overflowing on long descriptions - preventing you from disconnecting
Optimize SteamFriendsList.Refresh, fixing huge lag spikes when authorizing friends to turrets etc. when theres a lot of players in your team
reset locations of gibbable stages
main -> character_customisation
Merge from hackweek_random_skin_crafting
New random icon. Swap material for icon.
Cache some stuff.
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
Fix Assets/Scripts depending on the test framework, which could potentially break builds that exclude tests
Merge from render_pipeline_testing
Updated Deferred+ to be compatible with SSS
Move SSAO (and motion vector) passes to before transparent
heavy fuse now has a world model
updated .item to properly reference it instead of using the burlap sack
Fix ambient light flickering
Fix the siren off state visibility
Semi automatic pistol:
- More damage falloff at range
- HQM craft cost 4 -> 6
Fix depth assignment in terrain prepass
Hooked up sale info in-game UI
Create new SellAnimals and AnimalSalePreview dialogue panels
First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal
No rewards hooked up yet, just panel flow
Rework power mechanic
Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders
With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full
If the power plant has at least one fuse active the charge will not decrease
Power is no longer deducted per transaction
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Stables_b is now playable in editor
Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
Merge from monument_blockers_fixes
Show health bar when hitting monument blockers
Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity
Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere
Compile fix (don't use editor only function)
Add some padding to terrain depth prepass distance