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156,989 Commits over 4,566 Days - 1.43cph!

More prefab fixes
Today
Optimize LookAtPlant and LookAtPlanter, only rebuild if data changed
Today
Stop muzzle flash light casting any shadows past 60 meters cause it's wasteful Added MaxShadowDistance to LightLOD, default 0 so existing lights aren't changed
Today
Fix head jitter when playing turn in place anims
Pack the tree billboard lists sent to joining players Each cell now sends its prefabs once, ids as deltas from the previous tree and positions as raw halves instead of a nested message per tree ~30 -> ~16 bytes per tree, roughly 1.8 MB -> 0.9 MB per player join on a full map
Today
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Today
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Today
Reviewed the 3P gun effects we spawn for distant shots: - Muzzle particles don't emit past 60m anymore, you only get the muzzle light and the sound - Shells aren't spawned past 15m Unchanged when using scopes and binoculars, the distances are stretched based on zoom scale
Item icon, delete some unused uzi fbx files at the root of the assets folder
Today
merge from snowmobile_wheel_fix
Today
Fixed snowmobile wheels jittering at standstill due to physics noise Before: https://files.facepunch.com/raul/2026/October/13_14-12-FrailCobra.mp4 After: https://files.facepunch.com/raul/2026/October/13_14-14-RedBlacknorwegianelkhound.mp4
Texture fixes
Send animal look direction in an RPC rather than with SendNetworkUpdate Animals with look animators were running network updates crazy often rather than just sending the look over This was especially bad with cows, wolfs, sheep and bulls Worst offender is cow at ~144 bytes per look update (network update). ~350 B/s per cow per player -> ~60 B/s
Today
merge from main
Today
Set all the gun firing effects warmed up amount accordingly Estimated +21MB vs main, still around -29MB overall after removing the 3900 useless thrown projectiles
Today
Release pad run/crouch toggles when keyboard/mouse is used, so a pad latch can't carry into keyboard play
Yesterday
Various prefab fixes
Yesterday
Fix editor NRE debug
Yesterday
mag_drop_fixes -> main
Yesterday
Stop SpaceLR and M15 mags sticking to the bone
Yesterday
Gun attack effects can now be recycled before their tail sound finishes, means we only have to warm up half the amount we'd need to
Yesterday
Cleanup
Yesterday
merge from main
Yesterday
Skip the gamepad vehicle action set lookup when no Steam Input controller is active
Yesterday
Only send waterwheel network updates when its actually changed (at low speed) Saves ~76 B per skipped update per nearby player
Yesterday
Merge from main
Yesterday
Clear potential stale gamepad inventory cursors in edit mode
Yesterday
Tooltip bind lookup fix
Yesterday
Added replayInPlace to EffectRecycle, lets us flag effects that can be replayed in place instead of popping and retiring a pooled copy every time Applied to AK first and 3rd person shell eject effects for now, ~0.13ms -> ~0.04ms per shot Also means we'll only have to prewarm a handful of shell particle prefabs for all the guns
Yesterday
Adding dweller mace viewmodel rig
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Use Facepunch.Steamworks GetPngAnalogActionGlyph for stick/trigger glyphs, remove the now unnecessary hacky workaround
Yesterday
Merge from main
Yesterday
Fix motion vector pass being culled when ocean is present
Yesterday
Merge from main (actually latest this time)
Yesterday
Updating tattoo rig with updated mesh
Yesterday
Merge from main, and fix MapInterface marker conflict
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from fp_sw_glyph_fixes
Yesterday
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
Yesterday
Forward jump down animations for cow and sheep
Yesterday
Updating flail viewmodel rig
Yesterday
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Rin
Yesterday
Handmade SMG damage Increased 20 > 21
Yesterday
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Yesterday
Merge from car_spawning_prefill
Yesterday
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
Yesterday
Manifest update