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154,812 Commits over 4,536 Days - 1.42cph!

Today
Fix individual edits causing more faces to be marked dirty than needed
Today
Animals are now dismounted when the vehicle they are on rolls or ends up submerged
Today
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
Today
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
Today
Hooked up new animal icons Set all animal avatars to 1024, was 2056
Today
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Today
Item icons for milk drink interaction
Today
anim updates
Open/close sounds
Add a 'needs stirring' electrical output so people can make circuits letting them know the generator needs stirred
Today
Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time
Today
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
Today
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)
Today
Exclude high walls from room occlusion (since they are always considered outside structures)
Today
Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior
Today
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
Today
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
Today
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
Today
Post merge fixes
Today
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
Today
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Today
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Today
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Today
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
Today
merge from procgen_visualiser
Today
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Today
merge from main
Today
Merge from critter_animals
Indicator + light notify LOD
Yesterday
Merge from animal_fence_sound_polish
Yesterday
First pass on jellyfish swarms
Yesterday
Animal fencing audio polish and added new ui sounds
Yesterday
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
Yesterday
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
Yesterday
Pipe/wire pass for random room i (small)
Yesterday
Tech tree fixes
Yesterday
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
Yesterday
Halloween Wallpapers - texture update
Yesterday
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Yesterday
updated skins list
Yesterday
Minimum of 1 fuel for even worse foods (grubs)
Yesterday
spooky halloween decor pack steam item
Yesterday
- Description - Crafting costs - Tech tree
Yesterday
Updated huntingtrophy prefab to allow different sheep colourings to display correctly.
Yesterday
Update: HttpImage - pick a higher mip, seems to look better when downsampled Tests: navigated to pack overlay page
Yesterday
- 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
Yesterday
- Turn off lamp and indicator if theres no power connected to the biofuel generator - "stirring" -> "stirred"