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140,196 Commits over 4,536 Days - 1.29cph!

2 Days Ago
Medieval AK worldmodel: baked 6 materials / 3 texture sets down to one 1024 atlas material 6 draws -> 1 per LOD; re-UV'd mesh, rebuilt LOD chain, gems baked opaque arguably looks better than before for the gems especially as i can't justify 6 materials just for a world model of this scale. https://files.facepunch.com/pilgrim/2026/August/30_09-27-CoralBighornedsheep.mp4
3 Days Ago
flamethrower world model optimisation combined the two parts into one mesh per LOD in engine, converted to a MeshLOD renderers 6 -> 1, highlight draws 2 -> 1, culls at 35m, triangles unchanged
3 Days Ago
assault rifle world model optimisation - combined the 4 part FBXs into one model and converted the LOD group to a MeshLOD - renderers 12 -> 1, highlight draws 4 -> 1, triangles unchanged, culls at 35m - combined the ak47u's 4 part FBXs and the medieval's rifle+mag into single models - converted the ak47u, medieval and jungle world models from LOD groups to MeshLODs - removed the medieval's 23.6k tri LOD0 - its chain is now 13k/5.3k/2.1k - renderers: ak47u 12 -> 1, medieval 8 -> 1, jungle 3 -> 1; highlight draws all down to 1
3 Days Ago
boat building station optimisation its 7 buoys were embedded pre-merge copies of the ocean wreck buoy optimisation i did on changeset 162514 - replaced their 280 seaweed/mussel renderers with the buoy merge's existing combined meshes combined the remaining seaweed clumps in the station and platform prefabs (6 -> 1 and 5 -> 1) with wind origins baked into UV2 none of the seaweed was ever batching at runtime renderers 340 -> 65, prefab 1.4mb -> 296kb, seaweed is now 9 draw calls instead of 263!
3 Days Ago
satellite crash remains optimisation combined the 32 loose debris pieces into a single mesh with a MeshLOD - shadows now turn off past 25m for these, and it culls at 100m (previously it drew at every distance) converted the dish from a LODGroup to a RendererLOD with the same switch distances, and zeroed the LOD child offsets so it collapses to a single renderer at runtime both the dish and debris now register as occludees, so terrain and buildings can occlusion cull them - the LODGroup never could renderers 44 -> 13, debris draw calls 32 -> 1
3 Days Ago
Improve navmesh doors perf, doors now remember which polys are theirs instead of searching the navmesh on every open/close
3 Days Ago
Reduce network overhead of powered igniter, tesla coil and strobe lights Every Hurt broadcasts a full entity update, self damage is now applied every so often to reduce overhead (time to die unchanged)
3 Days Ago
merge from main
3 Days Ago
merge from improved_event_saveloading
3 Days Ago
Fix all non-puzzle crate and barrels spawns being set to never respawn on both oil rigs (happened because "Process" context menu messes them up) S2P
3 Days Ago
merge from main
3 Days Ago
Standardize navmesh door benchmark to follow same conventions as agent path following benchmark
3 Days Ago
merge from monument_blocker_explosive_ammo_fix
3 Days Ago
Fix explosive ammo not dealing any damage to monument blockers
3 Days Ago
merge from skin_pooling_fix
3 Days Ago
Fix pooling bug causing random skins to appear on deployables
3 Days Ago
merge from glass_ar
3 Days Ago
Fix siege towers doors, better behaviour for NPCs when door is slammed on them
3 Days Ago
fix annoying high freq metal clink in one heavy plate footstep
3 Days Ago
tweak gib phys materials on some monument blockers so they play better destruction sounds add thin metal destruction sound for trolley and vent cage gib stages
3 Days Ago
flashlight refresh sounds
4 Days Ago
large medkit sounds
4 Days Ago
heavy plate armor movement sounds
4 Days Ago
loot crate refresh gib sounds
4 Days Ago
glass ak sounds
4 Days Ago
slightly improved the quality of the vending machine texture & improved the cable faceting. Re-implemented the internal shadow box to fake the interior depth but this time merged it to the vending machine geometry, reducing a draw, and also allows me to change the culling mode on the vending machine material from 'off' to 'Back'. This means that the Vending machine no longer renders every triangle twice. This would have also affected the gibs too that inherit the same material.
4 Days Ago
Rewrite some navmesh door bug repro test that passed even without its fix
4 Days Ago
some additonal settings to carry over
4 Days Ago
chinook locked crate optimisation crates + cage combined into one mesh with a single MeshLOD (1/5/15/25, cull 150) chainlink merged into one mesh renderers 16 > 9 LOD components 11 > 4 objects 48 > 40 draw calls 10 > 4 up close, 3 past 20m fence tris 1,000 > 10 tris at 25m 4,064 > 1,032
4 Days Ago
merge from render_pipeline_testing
4 Days Ago
oops client guard
4 Days Ago
Fixes - fix typo in URL - indicate when client is on the main menu (crashing ingame vs disconnecting from server then crashing) - cleanup modded framework check, just read the server tags instead of looking for Oxide.dll loaded
4 Days Ago
merge from render_pipeline_testing
4 Days Ago
fix black player eyes in BRP in bandit camp (leaking spatial env volume shader props between cams), add pass to clear env volume shader props in RRP as well
4 Days Ago
Merge from main
4 Days Ago
Fixed mags not dropping in 3p for abyss ak, ice ak & space lr300
4 Days Ago
Tests
4 Days Ago
Upload the crash dumps to our backend now that the crash handler is fixed - uploads client & server crashes, modded or vanilla then we filter on backend - write state of session every 30s and on scene changes: when the crash actually happens we won't have a chance to write the latest state
4 Days Ago
merge from main -> optimize_json_garbage
4 Days Ago
Big ass pass on all IO electricity tests: - Consistency, new tests and fixes - Added ScopedSky - Moved the save and restart utils to RustTestFixture, started using it for other tests
4 Days Ago
russian roulette - updated textures, mostly there just some polish to do
4 Days Ago
Improve navmesh doors perf
4 Days Ago
Update: add store.unloadAssets convar, default true Controls whether hiding store unloads assets or not. To re-enable requires restarting the game Tests: navigated store in bundled editor with convar disabled
4 Days Ago
Merge from salvaged_hammer_refresh_sounds
4 Days Ago
merge vehicle pooling to main
4 Days Ago
Added new sounds for some of the new Salvaged Hammer actions
4 Days Ago
merge demo ui 2 to main
4 Days Ago
Bugfix: fix disconnect flow causing double unsubscribe - introduce UI_Windon::OnVisibilityChanged - move all the sub/unsub code to it Tests: editor and standalone, connected to server then disconnected. tried connecting to bad ip while on store page
4 Days Ago
Work on Vendor A Shell (for train tunnels, randomised rooms). WIP kiosk (blocking materials and shapes in)
4 Days Ago
refactor critter interest overrideable methods rework how frogs try to find shallow water to croak in