154,009 Commits over 4,536 Days - 1.41cph!
merge from automated_testing
merge from customvitals_noise_fix
Fixed the custom vital template not having the background.tile sprite assigned, missing its texture - it now matches with the rest of our vitals
NMS loot room
Launch site room fix
merge from sv_clientadmin_exposures
Exposed weather.load and weather.reset to be callable on the client from the server
Codegen
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
Merge: from ui_store_slim_ram/blurhash
- New: HttpImage now know how to render blurhash images as loading placeholders
Tests: navigated through store
Bugfix: if httpimagedelay expires, use results of first request that completed
Tests: navigated store with httpimagedelay 10 and waiting till it expired
Update: generate blur textures of matching aspect ratio to original image
Tests: inspected store with httpimagedelay
Turn in place: chest-led rotation, 45 degree steps, head IK toggle
player_model.prefab - head Gain 1.6->0.5 / Max 30->9.1, chest Onset
14->0 / Gain 1.0->2.2 / Max 20->28, TurnSpineLowerShare 0.45->0.85: the
chest now carries the aim from the first degree of offset instead of the
head absorbing ~19 degrees first, which is what caused the gun/aim
disparity.
PlayerModel.Turn.cs - turnminstepangle default 90->45: only the 90 clip
was reachable so every commit swung a full 90 regardless of need, and
this also drops the re-commit stability floor from 45 to 22.5.
PlayerModel.Ik.cs - added pm_headik static (default on, no behaviour
change) to disable the head look IK, which proved the head/gun
misalignment and idle/ADS snap come from the IK rather than the
animation export.
DevTurnTuner.cs - on screen Head IK button plus L hotkey so that toggle
is reachable in play without the console.
grenade_client_prediction -> main
- Fix complex on throw result
- Compile fixes
merge from Frog_Branch -> critter_animals
Update: StoreBundleTool improvements
- deduplicate serialized objects to reduce number of saves
- deduplicate ProxyPaths to reduce number of field-callback invocations
- document loss of data and why it happens
Tests: ran the script
exported updated frog anims
main -> grenade_client_prediction
merge from render_pipeline_testing
work around weird skinviewer viewmodel errors
Another fencing deployment pass
Fix them being sunk into terrain quite a bit by default, prevent sinking them further in while connecting to another fence
Slightly improve placement on sloped terrain, allowed them to be placed at an angle (within 20°)
Got rid of a baked in rotation in all of the sockets
Water treatment plant and sewer branch loot rooms
updated lamb model with new lods. added and updated new lamb fur textures. added lamb fur lod material.
exported updated frog anims
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Bit more polish on randomised room L wires + pipes
report_player_bots_fix -> main
Add textured milk jar with volume-preserving slosh, faster liquid updates and pooled surface meshes - will need a programmer to look over
added milk icon
https://files.facepunch.com/pilgrim/2026/September/15_15-39-VioletSapsucker.mp4
Stop bots showing up in the report player window
pefab explosive setup on some weapons
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
Glyph/bind resolution cleanup
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
merge from hazmat_trophy_fixes
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
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Updated Beef Prefabs to have world models linked
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Refactor duplicate stick suppression calls
Added new frog textures and materials. applied them to the frog_rig.fbx
Polish to small randomised room L + wires and decals added
merge from render_pipeline_testing
server_browser_filter_fix -> main
Remove dead phrases and input axes
Reapply sheep mark attacker hostile