142,215 Commits over 4,536 Days - 1.31cph!
Add achievement for killing a player with a mortar shell
Add achievement for renting an apartment
- Add new achievement for inserting a heavy fuse into the power plant
- Can now get the player responsible for item moves in an ItemContainer. Needed for this achievement and also fixes the analytics event for inserting heavy fuses sometimes using the wrong player
- Cleanup some of the new clan achievements code
- Fix ai.showstate text being on a single line
- Fix kicking not working
- Worldmodel set up
- Added placeholder sound events to viewmodel anims
fixed pooled renderer lods using lod0 materials on other lods. refactor toSet param since its no longer used.
- Hook new cow stomp, sheep turns, happy canter
- Calves now do the opposite of old cows, they always move faster (it helps them keep up with their mom despite their smol legs)
- Cows now remember if you attacked them, and don't just get chill towards you instantly after fleeing
- Cows can kick if you run after them too close while they flee
- Baby now spawns laying down, and slowly gets up while the mom looks at it
- Fix bull turning its back to you when you approach it and it's defending a cow, it should just stand its ground
- Fix all cows fleeing when you shoot near them, but the bull keeping grazing as if nothing happened, now he should attack
- Fix cows stopping flee despite the threat still being close
Wire pass on the 4x small randomised rooms so far
nailgun refresh latest vm anims exported
Cherry-pick: Add dedicated depth texture for motion vectors
Add dedicated depth texture for motion vectors
fix staying lods staying active when pooling
- Fix rendered icons not using the same cubemap
Merge from main (discarded entity rig update from main)
Fixed super tight fov on character creator
- Bake a reflection probe inside the customisation scene
- Setup new cubemap as environment default
Added AudioSourceEntity tests, download timeout
Improved client playback time synchronization and URL validation
Polishing pass
manually reverted
161177 and tied it to a poolable.cachestatesoninit convar for further testing, stops the jungle fps drop
Add special transparent motion vector pass to view model
This new pass is used for transparent-yet-solid objects like the Crystal AR skin. I also moved the view model's motion vector pass to OnBeforeImageEffects (after transparent) where writing to the depth buffer has fewer consequences.
- Fix graze share counting the walk so fullness kept falling
- put the old drink rate back
- let starving animals roam for food
- guard ResetPath on unplaced agents
underground small train station update
Cow stomp animation added
- Move CoatIndex after the other autosaved syncvars so older livestock saves read the right bytes
- Skip a parent which has a coat the calf prefab has no material for when inheriting, else a stale number wtill be handed down
- Resend the newborn right after its coat is inherited else it change scolour after appearing
- Forget the painted coat in OnDisable rather than OnEnable, pooling runs that after the next occupant has already painted
- Apply the corpse coat from ClientInit alone and drop the syncvar callback that fired before the ragdoll existed
- Compare coat names per index across stages and ragdolls, not just the count
- Move SaveAndRestart in RustTestFixture and SpawnOnNavmesh in AITestFixture and use them from the livestock fixtures
- Reword the InitCoat and save test comments, the isLoadingSave guard only saves a roll the load overwrites anyway
Can no longer clip the character preview camera into the walls/props
- spherecast and pull itself out of geometry
checks if models missing for new skinnables, add tool to auto add missing models - flavien review
- Much better apartment scene setup
- Better composition
- Slightly modfiied lighting (more work to go)
Fix paintball gun item data not updating colour upon being equipped
Fix cows only grazing and never resting / idling, or roaming too much
Fix reloading to a different arrow type causing arrows to be loaded after the arrowhead
More automated rendering - categorised workshop urls too
- Dont run the icon cache for the category we are currently in
- Renderered tiles 256 -> 512
- Preload faces in the background right after the page opens
merge from improved_event_saveloading
bee grenade viewmodel visual drift fix
fixed bees clipping on admire
static bees split from fx and cached as viewmodel renderers to fix drifted visuals
https://files.facepunch.com/pilgrim/2026/September/04_11-10-UnconsciousCentipede.mp4
automating twitch drops render - flav to review
Fix refraction filter pass with merged resolution handling changes
Show loading blocker if the store isn't fully warmed up when opening the tab
More safeguards
Fixed UI_Store.OnStoreItemPressed NRE
Added some breadcrumbs to trackdown what happened
Updated UnityStandardCore to support rendering layer masks between forward rendered geometry and lights
Replace common water texture samplers with shared sampler
Cache compute shader kernels ids for rrp passes
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster