157,490 Commits over 4,536 Days - 1.45cph!

2 Hours Ago
NPCAnimController perf improvements Throttle the animator param calculations if the animal has been culled, max once every 0.25 Check the livestock have changed flags before setting the animator params Disable the F Look component when an animal is culled or if the animal is > 30m away Don't do the snap to ground raycast if we are culled In a scene with 40 cows, this reduces FLook and NPCAnimController total of 0.6ms to 0.1ms when occluded, 0.3ms when at a distance
Rin
3 Hours Ago
merge from biofuel_generator
4 Hours Ago
Merge from livestock_animals
4 Hours Ago
Vendor typo fix
4 Hours Ago
Merge from livestock_animals
4 Hours Ago
Merge from livestock_hotfixes
4 Hours Ago
Added item ownership for items purchased from livestock vendor
4 Hours Ago
Fixed wrong text displayed if player drops wool mid conversation
4 Hours Ago
biofuel_generator_optims -> main
4 Hours Ago
Add ability to turn off background errors by setting -1 in the manifest (incase it completely breaks)
4 Hours Ago
- Add an animator LOD
4 Hours Ago
Send the livestock to sell via an RPC rather than relying on client side triggers to match up with server side triggers
4 Hours Ago
- Run client animations in invoke repeating - Only run stirring animations when actually stirring - Run server updates in invoke randomised rather than invoke repeating
5 Hours Ago
Add additional rate limiting to background errors - I expect these can be spammy, so limit to 2 errors per minute - controlled by manifest so it can be increased if we want
5 Hours Ago
much more accurate collision meshes for sandbag barricades https://files.facepunch.com/pilgrim/2026/September/29_00-31-PassionatePrayingmantis.mp4
5 Hours Ago
merge from render_pipeline_testing
5 Hours Ago
compile fix
5 Hours Ago
5 Hours Ago
Emission fresnel tweak.
5 Hours Ago
Lighting & FX polish. Hooked up logic to the non-emissive texture entities. Fixed all the display sprites being uncompressed. The display is an 80s'esque liquid crystal display like the texture implies. Asset not relying on emissive textures only anymore (bad for the arm etc)
5 Hours Ago
Ensure background thread errors get sent to sentry - we fixed them being silently dropped last month, this month we collect them
5 Hours Ago
Fixed netgraph being scaled and shifted offscreen https://files.facepunch.com/raul/2026/September/29_01-00-FavorableSheldrake.jpg
5 Hours Ago
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6 Hours Ago
Prevent teammates from using the break-in option to break into their teammate's room
6 Hours Ago
merge from render_pipeline_testing (water fixes)
6 Hours Ago
Fix teammates not being able to let themselves out of doors when inside them - caused by apartment rooms losing their reference to the front door after the restart - while the owner could still go in and out, the "anyone can let themselves out" wouldn't work - would only happen if the server restarted after you purchased a room
6 Hours Ago
fix stutter in underwater color grading transition
6 Hours Ago
update to pillbox collision more detailed collsiion for sandbag barricade - but it still defaults to convex
6 Hours Ago
keep rendering water in underwater labs since the moonpool is there
Today
merge from critter_animals
Today
add transition from startle->flee state for when critters get hurt while they are currently startled
Today
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Today
merge from fix_elevator_snapshot_nre -> main
Today
Fix destroyed elevator floor causing NRE in ElevatorStatic.Save()
Moved radtown loot crate even further away from the window to prevent cheating
Moved loot crate in trainyard powergrid loot room and blocked off windows and railings with plywood and collider blockers
Today
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Today
merge from fix_crash_uploader_release -> main
Today
Fix crashes from previous updates being uploaded despite not having the sentry tags written - don't upload old crashes (if we made it past bootstrap but didn't write a crash marker) - still upload crashes that never made it to bootstrap (since this is before crash marker could be written) - tag crashes that didn't make it to bootstrap as "bootstrap crashes" so we can see what crashes happened really early - if we find a bunch of crashes happening before bootstrap we will find a way to include the actual changeset (since we don't read changeset until we get to bootstrap)
Today
fix mortar desync when reconnecting/entering network range
Harbor 1 reenabled HLOD
Boarded up gaps that you could shoot through into the loot room in Harbor 1
Boarded up all windows that allowed for looking into and shooting into the loot room in Harbor 2
Today
sheep sound volume tweaks
Today
switch biofuel generator sound classes so its active loops are occluded
Today
remake model renaming
Today
Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
Today
updates to 3p setup following merge from main Removed the SprintController from the entity - with the hold type gone its guard never passes, sprint pose stayed at 1 on the right arm and hid everything the anim subsystem was doing. Added an Aiming bool plus IdleAim/AttackAim on the 3p_nailgun_aim clips that were sitting unused in the FBX, one handed to match the rest of the weapon, and pointed the subsystem's AimingParameter at it.
Today
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Today
Update: PoolAnalyzer now stop from assigning PooledList to List fields in ProtoBufs - fixed errors found in our code - release bin from 9bf2cc09 This causes recycling back to wrong pool(List) once protobuf is done with the object Tests: unit tests + editor compiles