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140,209 Commits over 4,536 Days - 1.29cph!

Today
detachTime and recycleTime is no longer read only Don't set those times to 0 at build time if no particle system is present Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
Rin
Today
merge from underwaterlabs_monument_blockers
Today
russian roulette; - gibs added - guide prefab - prefab updated - icon updated
Today
merge from medical_honey_bandage
Today
Added missing teas to the cooking workbench cooking visuals All teas spawns the kettle now
Today
Adjusted the world model LODS to match the regular bandage
Today
fix for missing colliders on the frame of the attack heli, allowing unnecessary damage
Moved the NPC spawner slightly away from the monument blocker in one of the modules
Added monument blockers to underwater labs red key card doors
Today
fixed missing back faces of hide poncho world model and optimised lods so last lod is sub 100 triangles
Today
fix to recycle and efficiency worldmodel upgrades for missing faces
Today
rebuilt skins list with crystal ARs
main -> radwater_buff_2
Today
merge from main
Today
Updating skinning for bull/calf
Today
merge from advanced_wooden_crate_gib_fix
Today
fixed loot crate gibs spawning with way too small colliders - although its a temporary fix until other issues can be ironed out.
Today
Merge: from main
Today
crystal ar final store icon
Today
Merge from main
Today
Merge from main
Today
Hooked up randomisation on alien costume vm
Today
Merge from vm_randomisation
Today
Merge from main
Today
New milk item placeholder
Today
If an item id doesn't match the shortname, show an error in the inspector with a fix button
Today
merge from render_pipeline_testing
Today
client guard
Today
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
Today
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
Today
ai.showstate now parents it's Ddraw labels, looks a lot smoother
Today
Animals can now eat from a trough, will prioritise that over grazing on grass
Today
Shearing interaction
Today
merge from main
Today
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
Today
Hooked up male calf prefab/material
Today
Merge from main
Today
Merge from main
Today
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
Today
Merge from footstep_heavy_armour_fix
Today
Fixed player footsteps not playing when slowed by excessive amount of armour Affects players wearing full plate set as well as diving fins while walking on land
main -> character_customisation
Today
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
Today
Added LOD preview mode to the RendererLOD, MeshLOD and MeshCull inspector When enabled will run the LOD process just for that object in edit mode, so we can test LOD ranges without going into play mode Supports multi select, also draws a box around the object in the scene view with a label for it's LOD Works in prefab editing and in the scene view
Today
merge from main
Today
Planters: improved placement guide meshes - new low-poly guide meshes for large, small and triangle planters - all three were using their full LOD0 mesh as the deploy guide that was missing the soil now looks and feels way less jarring and much more satisfying https://files.facepunch.com/pilgrim/2026/August/31_23-29-IvoryMussaurus.mp4
Today
LOD pass on computer station + mixing table decor - computerstation.FBX re-exported with proper LOD meshes; computerstation.static LODGroup -> RendererLOD, deployed + apartmentcomplex variants updated for the new model - MixingTable.Decor: glassware/water existed twice - embedded invisible in the table LOD meshes and again as 9 separate LOD0-only renderers on top; re-exported as one clean 3-LOD mesh with the glass material live, 12 renderers -> 1, LODGroup -> MeshLOD
Today
fix glass portion of glass ak always rendering on top of rivers (with a caveat that may also need fixing)
Today
russian roulette; - lods added - updated prefab - material updated
Yesterday
LODGroup/RendererLOD -> MeshLOD conversion pass on vending machines, covered ch47/bradley props and tin can alarm: 129 -> 75 renderers, 23 -> 6 LODGroups, brings them into the LOD grid + occlusion culling - vendingmachine family x5: RendererLODs collapsed to MeshLODs (55 -> 33 renderers) now can occlusion cull - covered bradley/ch47 x6: LODGroups converted, wraps stay RendererLOD where materials demand it (66 -> 39 renderers); ch47_covered, ch47_covered_wrap + bradley_covered_wrap FBXs re-exported so LOD material order matches - tincan.alarm: split into frame + cans MeshLODs so the rattle anim survives (8 -> 2 renderers); worldmodel onto MeshLOD too