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140,369 Commits over 4,536 Days - 1.29cph!

Yesterday
Fixed the GrabPass error spam coming from the Simple Water shader
Yesterday
Phrase fix
Yesterday
cleaned up test scene and meshes
Yesterday
Fixed the GrabPass error spam coming from the Particle/Refraction shader
Yesterday
fixed the fuel tank and fridge junk LOD chains as they were broken fuel_tank_a_600 and a_900 had their LOD3 at 300m, the same distance as the cull, so it never showed - moved to 150m and gave a_900 the cull state it was missing whcih meant it was never culling fuel_tank_b_300/600/900/900_alt moved their last LOD switch from 50m to 150m to match, and the last LOD on all six tanks no longer casts shadows fuel tanks LOD distances are unified now fridge_junk door had the same dead state at 80m - LOD2 now switches at 50m ran s2p
Yesterday
Manifest
Yesterday
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup Should make copying the setup over to the other rigs faster
Rin
Yesterday
merge from glass_ar
Yesterday
Fix potential mismatch of enabled colliders on server and client on monument blockers Fix collapse blocker holding invalid reference to one of its colliders
Yesterday
Finalized full implementation of the server console on Linux - behaves the same as on Windows, including overriding -logfile https://files.facepunch.com/raul/2026/September/02_11-59-CaringPeacock.mp4
Yesterday
Fixed ShowToast_Translated not parsing tokenized phrase
Yesterday
Post merge manifest
Yesterday
Fix "guid is empty" server error when first dropping certain items
Yesterday
workbench upgrade visuals now share the workbench LOD distances 1/50/150 cull 250, this also matches the workbench upgrade empty states added the missing cull states on recyclebin, salvage and efficiency and fixed engineer culling at 25m now a lot more consistent and unified
Yesterday
added the missing cull state to 5 props that drew their last LOD forever - pork and wolf oven meat, small battery, satellite control console, kayak paddle
Yesterday
Crystal AK - adjusted entity LOD distances, final LOD was too close when in character's hands
Yesterday
Merge from main
Yesterday
Merge from deployablefencegate
Yesterday
Merge from LOD preview branch to bring in new viewport tool
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Remove unnecessary components from static piano S2P floating cities, outpost
Yesterday
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.
Yesterday
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
Yesterday
Merged Jarryd's changes to LOD preview
Yesterday
More textures
Yesterday
Resized some LOD textures
Yesterday
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
Yesterday
Contact list note fix
Yesterday
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)
Yesterday
Merge from parent
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Car steering max clamp improvement when using analogue
Yesterday
Fix NRE when a livestock animal dies
Yesterday
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
Yesterday
Disable shield compatibility with flashlight
Yesterday
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
Yesterday
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
Yesterday
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
Yesterday
Clean up allocation when mounting a car
Yesterday
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
Yesterday
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
Yesterday
Added an overlay opacity slider to the preview tool
Yesterday
Merge from modular_car_handling_improvements
Yesterday
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
Yesterday
Adjusted steeringwheel lerp Adjsuted a couple of other steering values to match Stopped struggling multiplier applying when a car has a handbrake applied
Yesterday
fixed wooden loot crate not having enough force in the gibs
Yesterday
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
Yesterday
scaled down digital clock worldmodel by .5 for a more realistic size (looked noticeably bigger than it ought to)