154,812 Commits over 4,536 Days - 1.42cph!
Fix individual edits causing more faces to be marked dirty than needed
Animals are now dismounted when the vehicle they are on rolls or ends up submerged
Updated sales charts for livestock selling
Can now receive random reward that could include Turret, HQM, LGF, Semi rifle, Scrap, Saddles, Rope, Blue cards, Tarps, CCTV, Targeting computer and frags
Updated wool chart to match for now, will likely need a further revision
Cows now harvest for 30 cloth, 100 leather, 100 bones, 20 beef, 40 fat
Sheep now harvest for 10 cloth, 20 leather, 50 bones, 12 mutton, 20 fat + whatever wool they had on them at the time of death
Hooked up new animal icons
Set all animal avatars to 1024, was 2056
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Item icons for milk drink interaction
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time
Apply the item position on the Loadout UI icon slots if applicable
https://files.facepunch.com/raul/2026/September/22_22-19-FixedHellbender.png
https://files.facepunch.com/raul/2026/September/22_22-20-PertinentWeevil.png
Fix the deployment being the wrong way around
Add blinking 'processing' and 'blocked' text on the info display
Ok fine allow buildings to define multiple exteriors
- even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)
Exclude high walls from room occlusion (since they are always considered outside structures)
Fix bases being able to define multiple outsides of the base
- collapse to a single outside when interior rooms incorrectly are flagged as interior
Bugfix: fix invalid takeover data for crystal ak
Accidentally copied pack even though it hasn't one when manually resolving
Tests: navigated to page, crystal ak displays as intended
Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes.
- ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts).
- ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation.
- Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time
Bugfix: store.refresh now restarts the tab
Fixes tab having only default-initialized tiles
Tests: ran refresh while on general tab
merge from main
fix conflict in ConversationData, bumped VehiclePadRepaired condition type
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Update: HttpImage - permit multiple requests for same url
Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings
Tests: navigated to coconut underwear page - loaded both
merge from procgen_visualiser
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Merge from critter_animals
Indicator + light notify LOD
Merge from animal_fence_sound_polish
First pass on jellyfish swarms
Animal fencing audio polish and added new ui sounds
Tweaked power phase requirements
Tweaked loot spawn types
Fixed bad map topology in harbor_1
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
Pipe/wire pass for random room i (small)
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
Halloween Wallpapers - texture update
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Minimum of 1 fuel for even worse foods (grubs)
spooky halloween decor pack steam item
- Description
- Crafting costs
- Tech tree
Updated huntingtrophy prefab to allow different sheep colourings to display correctly.
Update: HttpImage - pick a higher mip, seems to look better when downsampled
Tests: navigated to pack overlay page
- Have to restir after adding new food
- Show a little pop animation in the loot panel ui to show its been reset
- Make 'electircity required' show in red
- Turn off lamp and indicator if theres no power connected to the biofuel generator
- "stirring" -> "stirred"