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154,219 Commits over 4,536 Days - 1.42cph!

Yesterday
turtle spawning fix
Yesterday
Restored beehives to oak_b,c and e. oak_e has 100% chance to spawn beehive (just for testing)
Yesterday
Add tests to prove the threaded logging system is still working with the new fix
Yesterday
Add 10k queued log message cap & prevent exceptions thrown while sending messages to RCON from being logged to RCON itself - unity already protected against main thread log callback calling invoking the callback recursively but we need extra protection for RCON
Yesterday
integrate new frog anims, with randomness factor for different jump types
Yesterday
Update gamepad_configure to call the new ShowBindingPanel from the FP.Steamworks DLL so we can finally call the Steam input gamepad config screen without a hack.
Yesterday
Merge: from main
Yesterday
Merge from fp_steamworks_more_gamepad
Yesterday
Merge from main
Yesterday
New automated test checking worldmodels don't have too big of an offset within them, which can cause the worldmodel outline to disappear when the outline visibility origin is too far outside its collider (was recently an issue with the ladder) Fixed 8 problematic worldmodels
Yesterday
merge from automated_testing
2 Days Ago
merge from customvitals_noise_fix
2 Days Ago
Fixed the custom vital template not having the background.tile sprite assigned, missing its texture - it now matches with the rest of our vitals
2 Days Ago
NMS loot room Launch site room fix
2 Days Ago
merge from sv_clientadmin_exposures
2 Days Ago
Exposed weather.load and weather.reset to be callable on the client from the server Codegen
2 Days Ago
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
2 Days Ago
Merge: from ui_store_slim_ram/blurhash - New: HttpImage now know how to render blurhash images as loading placeholders Tests: navigated through store
2 Days Ago
Bugfix: if httpimagedelay expires, use results of first request that completed Tests: navigated store with httpimagedelay 10 and waiting till it expired
2 Days Ago
Update: generate blur textures of matching aspect ratio to original image Tests: inspected store with httpimagedelay
2 Days Ago
merge from main
2 Days Ago
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.
2 Days Ago
grenade_client_prediction -> main
2 Days Ago
- Fix complex on throw result - Compile fixes
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
merge from Frog_Branch -> critter_animals
2 Days Ago
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
2 Days Ago
exported updated frog anims
2 Days Ago
main -> grenade_client_prediction
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
work around weird skinviewer viewmodel errors
2 Days Ago
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
2 Days Ago
Water treatment plant and sewer branch loot rooms
2 Days Ago
Define fixes
2 Days Ago
updated lamb model with new lods. added and updated new lamb fur textures. added lamb fur lod material.
2 Days Ago
exported updated frog anims
2 Days Ago
Rework comparers.
2 Days Ago
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2 Days Ago
Bit more polish on randomised room L wires + pipes
2 Days Ago
updated milk icon
2 Days Ago
report_player_bots_fix -> main
2 Days Ago
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
2 Days Ago
Stop bots showing up in the report player window
2 Days Ago
pefab explosive setup on some weapons
2 Days Ago
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
2 Days Ago
Glyph/bind resolution cleanup
2 Days Ago
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
2 Days Ago
merge from hazmat_trophy_fixes
2 Days Ago
added missing BC component to froniter and pilot hazmats, lost when they were rerigged