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140,181 Commits over 4,536 Days - 1.29cph!

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
Today
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
Today
merge from hackweek_parented_ddraw
Today
Parent DDraw objects onto the player model instead of the BasePlayer object
Today
merge from main
Today
merge from admin_status_indicators
Today
Added Infinite Ammo admin status indicator https://files.facepunch.com/raul/2026/August/31_19-35-AppropriateYosemitetoad.png
Today
better FSM way to handle critter overrideable Interested states
Today
merge from main
Today
merge from jukebox_snapping
Today
Added Jukebox deployment snapping https://files.facepunch.com/raul/2026/August/31_18-30-KeyWildebeast.mp4
Today
9 alpha-less BC7 albedo/em maps -> DXT1, 3 also halved (retro cupboard ems, m16a2_02, loot barrel): saved ~28 MB VRAM, no alpha lost no visual quality difference
Yesterday
Fixed igniter and tesla coil damage tests failing since the last optim
Yesterday
Improve carvable pumpkin deployment
Yesterday
Batteries now add drain for the power actually reaching them Updated tests
Yesterday
Regenerated MaterialIndex.json - was dated Aug 2021, so Tools/Optimize/Find Material Optimzations had been reporting 5-year-old state. Fresh scan covers 9,055 materials and flags 164 with compression savings (84 unique textures, ~68 MB VRAM potential) for example m16a2 ao on high quality compression = 1.3mb, normal compression with no visual cost = 0.7mb First pass on the free wins: 15 alpha-less DXT5/BC7 textures -> DXT1, ~13 MB VRAM, no quality cost - m2bradley mainbody/armor: removed DXT5 standalone override (5.3 MB) - m16a2 AOs x3, flamethrower AO: HQ -> Normal compression (5.3 MB) - workbench upgrade AOs x2, apartment door mats AO, crate_2/gib/webbing AOs: HQ -> Normal compression (2.2 MB)
Yesterday
Fixed wonky spark material offset. (Satchel charge and others...)
Yesterday
Fixed circuits dirtied mid tick not being handled in that same tick
Yesterday
merge from espcanvas_autosize_clan_fix
Yesterday
Improved alignment of the clan text UI on the player nameplates when it's auto-sized https://files.facepunch.com/raul/2026/August/31_15-28-SatisfiedMonarch.mp4
Yesterday
merge from main
Yesterday
merge from maintainables_fixes
Rin
Yesterday
Fix HQM collectable missing name token
Yesterday
Add beach to water pipe topology NOT filter
Yesterday
merge from maintainables_fixes
Yesterday
frog fixes
Yesterday
russian roulette; - optim pass on game models - updated prefab table collision rotation
Yesterday
Few more pipe acess fixes / prevented trees from spawning in the middle of the pipes / smoother terrain transition near the pipes
Yesterday
merge from sleeper_safezone_fix_2
Yesterday
Fixed typo causing sleepers to never be killed in safezones after server restart, regression from last month