155,837 Commits over 4,536 Days - 1.43cph!

9 Days Ago
fixed raw and spoiled pork ran LOD0, 1, 2, 3, then LOD0 again at 35 m, so past 35 m they draw eight times more than at 15 m never culling. fixed Human meat and wolf meat (oven and raw) had a similar issue but repeated their cheapest mesh instead of culling.
9 Days Ago
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
9 Days Ago
Merged Jarryd's changes to LOD preview
9 Days Ago
More textures
9 Days Ago
Resized some LOD textures
9 Days Ago
set rig to none and disabled animation import on 31 workbench upgrade fbxs including their gibs, none of them contain a rig or animation and generic rig was adding a dead animator to every model root
9 Days Ago
Contact list note fix
9 Days Ago
fixed efficiency upgrade coming in way too big. last lod was okay - must have been in local mode on lod 2 when applying the transforms in blender (they have to be all visible)
9 Days Ago
Merge from parent
9 Days Ago
Merge from parent
9 Days Ago
Merge from main
9 Days Ago
Car steering max clamp improvement when using analogue
9 Days Ago
Fix NRE when a livestock animal dies
9 Days Ago
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
10 Days Ago
Disable shield compatibility with flashlight
10 Days Ago
Update the item information panel when a player changes the selected skin when crafting Fixes egg vision not appearing when changing between wolf headress skins
10 Days Ago
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
10 Days Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
10 Days Ago
Clean up allocation when mounting a car
10 Days Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
10 Days Ago
Added TOAST explaining that a handbrake now exists in modular cars Will play a max total of 5 times whenever a player mounts the drivers seat
10 Days Ago
Added an overlay opacity slider to the preview tool
10 Days Ago
Merge from modular_car_handling_improvements
10 Days Ago
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
10 Days Ago
Adjusted steeringwheel lerp Adjsuted a couple of other steering values to match Stopped struggling multiplier applying when a car has a handbrake applied
10 Days Ago
fixed wooden loot crate not having enough force in the gibs
10 Days Ago
updated spike trap to fix low resolution texture on the bottom of the world model - world model is a bit bigger in size as a result. changed the guide mesh to use LOD2 instead of 3 so the spikes are present in the guide mesh https://files.facepunch.com/pilgrim/2026/September/02_00-13-LazyBlackandtancoonhound.mp4
10 Days Ago
scaled down digital clock worldmodel by .5 for a more realistic size (looked noticeably bigger than it ought to)
10 Days Ago
electrical fuse now has a world model - significantly cheaper than burlap sack LOD0
10 Days Ago
merge from main
10 Days Ago
merge from main
10 Days Ago
update flashlight icon
10 Days Ago
Stripped out the Windows Host-specific legacy implementation and polished the VT100 console compatibility (still backward compatible with Windows Host consoles)
10 Days Ago
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10 Days Ago
first pass at rabbit interest, added profiler sample marks, disabled debug cubes
10 Days Ago
Fixed middle mouse reset on DNumSlider not working PR: Make playermodel editor sliders work consistently with other sliders * Specifically, the value of the slider actually matches the visual preview Fixed player breathing animation at high curtime being choppy Fixed infinite recursion with ragdoll teleportation Fixed a number of crashes with npc_hunter if its physics obj is delete Double curtime related fixes * Fixed weapon bob being choppy at high curtime * Fixed strider gunfire at high curtime * Fixed func_tank firing at high curtime * Fixed sprite animations at high curtime * Fixed gunship firing at high curtime * Fixed flying/falling NPCs being choppy mid air
10 Days Ago
Phrase update
10 Days Ago
merge from main
10 Days Ago
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10 Days Ago
merge from demo_ui_2
10 Days Ago
fix scrollbar styling and presets being cut off in editor curve ui
10 Days Ago
russian roulette; - fix RussianRouletteStorage CanAcceptItem - prefab updated - updated localization - ran manifest
10 Days Ago
first pass on squirrel interest mechanic
10 Days Ago
merge from main
10 Days Ago
fix train pooling errors, add them back to tests
10 Days Ago
merge from main
10 Days Ago
merge from storepage_crystalAR
10 Days Ago
Restored skin viewer cam fov
10 Days Ago
fix glass AR refraction blurring being screen resolution dependent
10 Days Ago
Disabled bullets in the mag when inspecting the viewmodel in the skinviewer cause they draw on top for whatever reason