140,490 Commits over 4,536 Days - 1.29cph!
underground small train station update
Cow stomp animation added
- Move CoatIndex after the other autosaved syncvars so older livestock saves read the right bytes
- Skip a parent which has a coat the calf prefab has no material for when inheriting, else a stale number wtill be handed down
- Resend the newborn right after its coat is inherited else it change scolour after appearing
- Forget the painted coat in OnDisable rather than OnEnable, pooling runs that after the next occupant has already painted
- Apply the corpse coat from ClientInit alone and drop the syncvar callback that fired before the ragdoll existed
- Compare coat names per index across stages and ragdolls, not just the count
- Move SaveAndRestart in RustTestFixture and SpawnOnNavmesh in AITestFixture and use them from the livestock fixtures
- Reword the InitCoat and save test comments, the isLoadingSave guard only saves a roll the load overwrites anyway
Can no longer clip the character preview camera into the walls/props
- spherecast and pull itself out of geometry
checks if models missing for new skinnables, add tool to auto add missing models - flavien review
- Much better apartment scene setup
- Better composition
- Slightly modfiied lighting (more work to go)
Fix paintball gun item data not updating colour upon being equipped
Fix cows only grazing and never resting / idling, or roaming too much
Fix reloading to a different arrow type causing arrows to be loaded after the arrowhead
More automated rendering - categorised workshop urls too
- Dont run the icon cache for the category we are currently in
- Renderered tiles 256 -> 512
- Preload faces in the background right after the page opens
merge from improved_event_saveloading
bee grenade viewmodel visual drift fix
fixed bees clipping on admire
static bees split from fx and cached as viewmodel renderers to fix drifted visuals
https://files.facepunch.com/pilgrim/2026/September/04_11-10-UnconsciousCentipede.mp4
automating twitch drops render - flav to review
Fix refraction filter pass with merged resolution handling changes
Show loading blocker if the store isn't fully warmed up when opening the tab
More safeguards
Fixed UI_Store.OnStoreItemPressed NRE
Added some breadcrumbs to trackdown what happened
Updated UnityStandardCore to support rendering layer masks between forward rendered geometry and lights
Replace common water texture samplers with shared sampler
Cache compute shader kernels ids for rrp passes
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster
merge from rrp_flashbang_blur_fix
merge from arrowhead_load_fix_2
merge from fix_composter_menu_option
merge from flashlight_shield_fix
merge from fix_campfire_fast_cook
Rust+ item export script tweaks, remove duplicate goldframe.xl translation with different key casing
Bee grenade world model pass
jar bees combined 17 -> 1 renderer in the shared WM Jar Bees prefab with LOD Group slots re-pointed on world model,
held entity and tin can alarm updated
body LOD0 6586 -> 4618 tris and LOD1 3412 -> 1705
viewmodel backface and blur glass removed from the world model, 29 -> 11 transforms with no real visual difference at that size
More null guards, including against sounds
De-rigged the M92 world model - 3 skinned renderers over a 4 bone rig replaced with static meshes from a new w_m92_worldmodel.fbx, LOD0 3532 -> 1766 tris, LOD distances and highlight unchanged
Two world model prefabs, both had no LOD component and drew at any distance:
Added MeshCull to laser detector and door controller worldmodels, both had no LOD and drew at any distance (60m / 100m)
fix train headlight beams pooling, add it to tests
add wooden skins to scene
Guard against accessing null particle systems in PowergridEngineFx
Put all faces into the face selection
- populated according to the bodytype you've selected
Update: rewrite prefab scanning to work via SerializedObject/Prop
Unity already solves working with structs, so I'll just use their tech
Tests: partially wrote out url assignment automation, it assigns a struct field. ran bundle assignation
- Set up flamethrower canister drop effect, uses mesh renderer for realistic ground impact
Fix composter showing "Turn on" and "Turn off" menu option
- make both stove & composter not show the menu options
Hook up livestock coats, not yet gene driven, tested networking, saving, corpses, babies
merge from misc_error_cleanup
merge from improved_event_saveloading
Slight cleanup and more safety around the spawned instance ids saveloading