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158,377 Commits over 4,566 Days - 1.45cph!

Today
Remove screenspace terrain hole texture (replaced by RRP stencil testing)
Update ADS settings
Merge from main
Merge fix
Today
Optimize speed for base occlusion tests when ran across a full server - only load the map once per set of tests
Merge from main
Add renaming for cows and sheep Player instigated renames start a new name dynasty, utilising the existing name dynasty stuff Players can't rename animals spawned with the raree special names/genes. These names now appear gold with a star
Today
Stop bush clutter running physics queries on every LODManager visit and taking a large part of its budget, now only runs when bush culling blocks (foundations) change Disable CullBushes on boat hull blocks, not needed
Today
Moved MenuUI2's UIBlurCanvasesBehind from FadedBackground to PageBackground as it needs a CanvasRenderer
Today
merge from uiblur_faded_fix
Today
Uzi: mag drop and shell ejection - Mag drop on world model reloads - Shell ejection in first person and 3p: new eject_shell (viewmodel) and w_eject_pistol_shell (world, on the uzi shell_eject bone) - viewmodel updated, shell eject position + enforceClipWeights on so fire/fire_ADS sharing a blend tree don't spawn two shells per shot
Today
Fix after merge
- 1-2 boat groups will spawn every 5-8 hours (spawn together) - Each individual group gets a random lifetime of 30-60 minutes before egress
Today
viewmodel lasersight/brake attachment placment
Today
update base_occlusion/foundation_offset_fix
Cant take the pt boat out of the deepsea (just like the other boats)
Today
More Uzi 3p setup - stock and no stock anims for world model and player - w_uzi anim hooked up, now swaps between the stock/ no stock anim sets when rifle mode is is toggled - 3p anims now using a subsystem, not an overrride....so I can use multiple masks (no stock = one handed, left arm stays on locomotion, left hand comes in for the reload, stock out = two handed - removed holdtype controller (not needed now) - Stock deploy / collapse anims play when toggling between the two - 3p anim updates + deploy/collapse stock clips - uzi.entity: ProjectileAnimationSubSystem driven by the StockDeployed flag, HoldType.uzi override removed - Uzi.cs (client only): sets the rifle_mode float on the world model animator from the stock flag. Skipped while the animator is inactive, same approach as CrossbowWeapon/Handcuffs driving their world animators
Today
Cherry pick alloc fix for pool table and fishing, and fix compile error
Today
Fix industrial pipe segments being permanently dynamic via flag on the prefab, toggle their LODs only when on a moving parent like base io lines
Today
merge from base_occlusion/vending_door_fix -> base_occlusion
Today
Update tests
Today
Add support for doors to be "always closed" but still treated like portals between rooms - allows vending machines to block visibility between rooms while keeping the same code as doors
Today
Add the "door blocker" component for base occlusion to the vending machine prefab too
Today
Fix entities placed in sockets (vending machines) not linking up with their sockets until stability runs (which doesn't apply for vending machines) or server restart - part of the reason vending machines didn't block occlusion: they sometimes had no links
Today
Fix entities that were forced dynamic due to being parented never resetting the flag when pooled and staying dynamic when reused without a parent
Today
Update tests to be aware of the extra faces on foundations now
Today
Fix a foundation surrounded by walls being connected to a foundation outside the base offset half below - add faces on the sides of foundations & rely on existing face linking behavior to work properly
Yesterday
Reserialize foundation prefabs before adding new faces (for clean diff)
Yesterday
added example mesh for jarryd - idea is to box’s position, dimensions and rotation Use object-name suffixes to assign physics materials, e.g. floor_01_wood uses Wood. Remove material suffixes from generated child names Place aligned colliders directly on the parent; create separate children for rotated boxes Remove the reference instance after conversion, with Undo/Redo support
Yesterday
Cherry pick old animals fixes (flee when attacked from afar, do not sleep)
Yesterday
UIBlurCanvasesBehind skips the capture while a CanvasGroup above is faded out
Yesterday
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Yesterday
rename `demo.newui` to `demo.oldui`, enable demoui2 by default. [old ui stays. we really don't have a reason to nuke it for now and there are still some people that prefer the old one.]
Yesterday
Set "occlusion_door_immediate" to false by default (was supposed to be since we show everything within 32m)
Yesterday
merge from aizone_sleep_fix
Yesterday
Merge from vcc
Yesterday
Merge from main
Yesterday
Add special staging-only gamepad UI button option that hackily enables gamepad override just for that session. Hide all other gamepad options in the gamepad section until it is enabled.
Yesterday
Fix navmesh building on top of cargoship
Yesterday
Fix AI Sleep Zones not working correctly since May - race condition fix earlier this year inadvertently made any zone outside of a BaseEntity not initialise correctly (all except underwater labs) - before / after on fresh procmap: https://files.facepunch.com/ryanw/2026/October/26_19-06-IndelibleBlackrhino.png / https://files.facepunch.com/ryanw/2026/October/26_18-54-FluffyDaddylonglegs.png
Yesterday
Fix sheeps starving despite a trough, their feed time was lower than cows so they wasted time shuffling with each other for a turn, now feeding time can't desync between sheep and cows
Yesterday
Update: Item.UseItem now returns if the entire item was consumed - bugfix IndustrialConveyor's use-after-free of item in QuickMove path Tests: ran conveyor tests, no longer failing
Yesterday
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Yesterday
Optimize doors when recalculating series of connected rooms when doors are opened & closed
Yesterday
merge from analytics_base_occlusion -> main
Yesterday
Fix compile errors
Yesterday
merge from work_queue_optims
Yesterday
- anims and clips for weapons own anims, inc stock deploy + collapse, reload and fire - initial animator setup for these weapon anims - clip update of 3p idle - avatar setup for world weapon rig
Yesterday
Add analytics events for rotating and flipping building blocks
Yesterday
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