141,671 Commits over 4,505 Days - 1.31cph!
Abyss barrels: combined the seaweed into one mesh per barrel
Merged the seaweed clumps on both storage skins into a single mesh per LOD, driven by one MeshLOD (0/7, cull 15).
seaweed clumps 107 > 2 meshes
LOD components 109 > 4
renderers 115 > 10
prefab size 518kb > 121kb
Geometry and collision unchanged. Wind is preserved.
optimized poker table variants:
Merged every RendererLOD chain across the four static configs into one combined FBX each, driven by a single MeshLOD (1/10/25, cull 60).
- RendererLOD chains: 34 > 4 MeshLOD
- LOD components: 226 > 192
- renderers: 321 > 212
- GameObjects: 143 fewer
- LOD0 submesh draws: 49 > 14
- prefab size : 508kb > 122kb
Also cleared a dead LODGroup from _cardtable_base
Fix inverted condition that deletes NPCs on spawn
Fixed potential crashes with ragdolls
Fixed potential crash with game.MountGMA
merge from fix_masterkey_swipe -> main
Add tests to prove the swiping is correct
Fix the master key getting stuck in the animation state if you left click with key, as it derives from the keycard but has no swipe animation
russian roulette;
- updated prefab
- updated textures wip
Crystal AR store page wip
Wood armor gloves placeholder skin viewer mesh
Added wooden armor parts and crystal AR to the skin viewer
merge from maintainables_fixes
merge from editor_save_toolbar -> main
merge from skinviewer_cubemap_fix
merge from main -> editor_save_toolbar
Refactored PlaceDecorRoadside to use Dithering and retry placement of pipes a configurable amount of times to get past the terrain checks blocking >80% of spawns
- Dithering only moves away from roads, to make sure it doesnt re-try with one directly in the path
Also fix PlaceWaterTreamentPipes to not use unnecessary statics
Fixed cubemap not working for viewmodels in the skin viewer unless you connected to a server
merge from qol_compost_ui -> main
Optim: consolidate bundle un-/sub to store opening closing
- force reload the active tab when opening store page
Lets us unload resources while being ingame. Saves us 380MB in textures
Tests: both backends in editor, took snapshots in standalone client. Noticed reopening shop now has borked images in standalone >.>
merge from main -> qol_compost_ui
added more calf texture and material variants and an extra cow variant.
Bugfix: make sure grids of general store tab get notified about closure
Avoids growing asset bundle ref count
Tests: navigated through abunch of menus, no errors
Updating izi world model rig
revert anchors to softer checks, too many was preventing them from spawning
works is carried by the terrain heigh raisers to try to fill terrain under the skirt in the prefab
Swap live background over to a small apartment
Setup custom lighting for icon rendering
Use a live background in the character creator
Streamline everything into a single CharacterStage prefab
Cleanup old crappy static shot renderer
merge from paint_f1menu_fixes
optimised binbag pile - 41 renderers down to 1. There are 14 of these around the apartment complex alone.
it was a pile of 34 nested binbag prefabs plus 6 ground_junk, each carrying its own mesh lod and renderer batch, sat under a parent that had its own mesh lod on top. all 41 drew at once at close range
draw calls 41 > 1, mesh lod components 41 > 1 rendererlod, gameobjects 41 > 3
collision 34 mesh colliders -> 1 i dont t
Update: convert icons on DLC tab to be dynamic refs
- updated StoreBundleTool to auto-update stale properties after bundle assignment
- ran dyn ref bundle assign
- also made CoverImage only do non-unity-null check as it was misfiring
Tests: navigated through in editor both in db and bundle backends, tried standalone
Merge from hab_armour_damage
HAB armour returns parent hotairballoon health.
Fixed paintable dialog interactions executing (drawing, zooming, panning, orbiting) when the F1 menu is open
Fixed brush preview hiding the cursor while the F1 menu is open when hovering the cursor over the paintable area
Applied the fix to paintings / canvases, pumpkin, sculpture and neon dialogs
Before: https://files.facepunch.com/raul/2026/August/27_16-56-RingedLimpkin.mp4
After: https://files.facepunch.com/raul/2026/August/27_16-57-LawngreenSunbittern.mp4
Bit more decal work on boiler room decals
Attempting to fix pipe access point procgen spawning by generating an outter and inner terrain anchor ring to look for 'flat' terrain underneath the prefab, s2c
fix override in last change
Added 50x50cm pipe corner variant to Pipe Kit B. UV'd wires in boiler room + Decal polish.
Move gamepad options to their new section in the left bar now that there's a bunch.
reduce network range of critters
Implement gamepad cursor acceleration and options
merge from ocean_sim_waterlevel_trace_fix
Added the missing channel mixer post process effect to the nvg RRP volume asset
Boat building station deployment works with env.oceanlevel != 0
Allowed setting env.oceanlevel to negative values, whats the worst that could happen...