138,936 Commits over 4,505 Days - 1.29cph!
merge from blueberry_med_LOD_fix
merge from minifridge_emissiveleak_fix
merge from sculptures_blurry_textures_fix
merge from convar_rounding_fix
merge from rentableshop_deepseamanager_pool_fix
merge from iconfonts_optims
Confirmation popup before starting the scan when updating the icon fonts
Machete animation updates for weapon refresh
Fix scientists not spawning on cargo, underwater lab and military base
Missing codegen from earlier
Rust icon fonts are now generated based on what glyphs we use, similar to the localization fonts:
- Reduces the two fonts atlas size from 64MB to 0.5MB and 4MB to 0.5MB
- Icon fonts now have an empty fallback font set to dynamic so community UI icons and adding new icons in editor still works
- The static fonts are updated when we update the localization every month
Also reapply
138986 "Fixed shadows inside radtown master house building with a custom shadow proxy"
Reapply
138981 "Fixed shadows inside oilrig level6 rooms. Modelled custom shadow proxy" from 9 month old branch
S2P large oilrig
Fix scientists not spawning in underwater labs and cargo ships
merge salvaged hammer refresh
optimised salvaged hammer textures
ao from 2k -> 512
renamed texture set to be inline with new naming conventions i.e hammer_AlbedoTransparency -> hammer_bc
Fixed Jungle Ziggurat Treatment Tank Colliders from using multiple box colliders to using one mesh collider so its more optimized
editor_multiplayer -> main
Fix multi client play mode showing up pink for some people.
MPPM wasnt cloning an instance of the packages folder over to the other editors
fixed 3p being offset from players hand
Merge from render_pipeline_testing
Fixed static chairs on gas station roof never being mountable due to being ever so slightly clipped into the ground (S2P)
https://files.facepunch.com/cipeax/2026/August/18_11-18-MajorGalapagostortoise.jpg
updated laserlight world model (improving lods) and also the lod component to be more forgiving like the muzzle brake and boost.
same nasty early transition issue
adjusted muzzle brake and muzzle boost lod componenant.
the lods were switching way too quickly when close up - disgustingly fast.
now fixed and more consistent with weapon lod distances.
merge from medical_honey_bandage
Add radial blur to RRP combined with blur optimized and setup explosion volume and overlay
Reduce RRP vignette effect
Hooked up sheep sleeping anim
Cleanup, don't use obsolete SetFlags
Fix animals moving while sleeping
New species asset for livestock
Supports spawning a different prefab for male/female animals
Setup for cows and sheep
Extracted all dog assets from Pets2 branch (so old it was problematic to update from main)
Should include all models, materials and animations, as well as the entity prefabs with the entitiy class missing
Also inlcudes harness models
more child pooling fixes (specifically for OnParentDestroying)
fix runtime parented children spamming nres in the pool, detach them before it enters the pool
Tests to confirm it's fixed
Also capture exceptions thrown on worker threads inside tasks
- been bitten by this before: not realizing exceptions are being thrown in async tasks
Tag servers with nexus enabled with `nexuszone` (`^x`)
Hide zone servers from the server list (disable with nexus.hideZones)
Expose nexus info in A2S rules response when nexus is enabled