153,622 Commits over 4,536 Days - 1.41cph!
Update: fixup SkinTile to use CoverImage instead of RawImage
- get rid of SkinTile_General that did above but used in only couple places
Tests: navigated through all of store, everything looks correct, only barn door is missing (y tho)
-Reduce portrait background opacity
- New cancel colour
- Fix bull only defending herd from players, can now defend against other animals, and also defend it's owner base against other players
- Add tools to render automated tests with captions to videos
Added editor-only Rust Editor option to preload the jump sound class to avoid the first jump hitch in editor.
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Military tunnels loot room
WIP weapon rack visual config tool
Fix codegen baking runtime statics into ResetStaticFields and fixed the uncompilable resets it emitted for delegates and null strings
wip textures for generator
merge from automated_testing
Fix landmine worldmodel outline
Added gib setup to wet log A so it spawns debris when depleted
Made a start on being able to toggle specular contribution from specific lights. Still needs support for the Core path and Forward+ rendered objects
Set BlurOptimized iterations param to nointerp
Fix BIRP blur only blurring horizontal
Adjust blur UI volume settings to compensate for grabpass
Move blur to after uberpost pass
Fix oversized landmines - worldmodel optimisation changed the shared mesh import scale from 0.5 (this was changed 4 years ago) to 1, doubling placed mines. Halved all four LOD meshes in Blender and re-exported to restore the original size whilst keeping the import scale 1.
merge from arrow_collision_fix
Fix obsolete comment about coats
Second pass on livestock naming
Hook up the procedural cow textures derived from genes
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case)
Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything
No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks
merge from main -> sentry_upload
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
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Removed PropRenderers from 32 prefabs that don't need them
Icon generator window refactor
Can now be run from anywhere, regardless of scene
Runs a realtime viewport with moue controls for zooming, panning and rotating
Added a button to match another prop renderer, copies all of the settings from one prop renderer to another
Added an overlay option, loads a sprite and overlays it on the viewport with a fade slider so we can eyeball match icons
Open icon generator button int he inspector now opens the window, doesn't change scene
Fixed prefabs that have a PropRenderer but were not found in the icon generator list - any PropRenderer in the project will now appear in the list after a refresh (refresh takes twice as long though)
Fixed a few places where we were caching a static reference to the scrap item def, we have ItemLookup in ItemManager that does this for us
Deduct scrap when purchasing animals
First pass on livestock naming
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Allow base ResourceEntity's to spawn gibs when depleted
Reapplied the fix for the crate spawning in cave_small_Easy, committed the scene this time, S2P cave
Merge from main (stomped test list)
Fixed an occasional NRE when running `ent` commands on entities that are dead but haven't been cleared from the client yet (eg. spamming the command on dropped items on lower server and client FPS)
Mild new list cleanup
Merge from itemdesc_alignment_fix
Change item description text horizontal alignment in GameUI.Inventory from Justified to Left
Fixes the characters looking stretched and inconsistent between item description strings. Justified also never applies to the last line, so only the last line would look normal
Before https://files.facepunch.com/martynchapman/2026/September/09_21-26-VitalXuanhuasaurus.png
After https://files.facepunch.com/martynchapman/2026/September/09_21-26-FractalSpidermonkey.png
Merge from headitem_overlays_fix
- Fix heavy plate helmet and diving mask screen overlays disappearing when downed or dead
- Fix heavy plate helmet audio muffling being cancelled by the wounded mixer snapshot. Muffling now has its own lowpass stage on the In Game and Player Voices groups, so it can mix with other snapshots instead of competing for the one snapshot slot
- Helmet muffling is inactive for snapshots like CCTV and Underwater as that felt correct
- Remove UIPrisonerHoodOverlay, it's overriden behaviour is what the base class UIBlackoutOverlay does by default now
Cherrypick CS
163721 (the command to test crash uploads) to the newer branch
- Make genes impact cow selling price
- Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
- Make better tests for livestock capture, including with the new pen
- Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
merge from Cow_pattern_testing
add admin convar to scale density of global atmophere fog