139,783 Commits over 4,505 Days - 1.29cph!
Merge from new_achievements_sep26 (clan achievements)
Score achievement is now awarded when earning any score, not at a threshold
Merge from tc_auth_group_tests
Added info about the current group tax applied when hovering over the upkeep cost in the TC loot panel
thumb_up
16
thumb_down
11
Merge from marketplace_power
Hooked up a power icon on the marketplace terminal when the marketplace isn't powered
Bugfix: ensure coverImage is enabled when initialized after initEmpty
Think it's time to move to standalone testing
Tests: navigated shop UI - all tiles had images
Added 3 apples to oak_d for now for testing
Added apple to the manifest
Re-implemented all the previous logic from the hackweek branch
Bugfix: restore DLC prefab setup which caused NREs on dlc tile click
- ran dyn ref assign
Tests: clicked through all dlc items - all open
Patrol heli, bradley, satellite crash sites get saved correctly instead of all crates disappearing when the server restarts
- Enable saving on all of the crates and server gibs, the OnFire state persists
- Converted satellite crates to the same LockedByEntCrate setup that heli and bradley use, got rid of TimedUnlootableCrate
- Set all of the crate despawn time to 30 minutes from 60 (doesn't make sense for them to stick around longer than the gibs)
- Fix heli crates landing on unloadable train wagons again (needed an extra fix now that they're saved)
thumb_up
13
thumb_down
38
Bugfix: avoid invalidating sprites when shop opens (caused by closing page on warmup)
- Moved tab opening to OnOpened, after dynamic bundle resources were loaded
- also implement better handling of overwrites
Too much time chasing editor boot optim skipping warmup causing weirdness
Tests: could scroll in general shop page, most of the tiles were clickable, only special dlc items were throwing. Still missing icons
Bugfix: rename a field to let StoreBundleTool find replicated ref field
- ran dyn ref & bundle assigns
Tests: can click on featured tiles in store (but tile icon was still missing)
some more tweaks to textures that don't need to ship 2k
vram 12.0MB -> 1.0MB
texture reduction pass - deployable, tools, food, component items:
71 textures touched, 38 resolutions brought down
an apple had a 2k ao map at runtime
vram 55.1MB -> 9.5MB
Update: ran "Update UI bundle assignments"
- fixed it up to skip reimporting assets with correct bundle assignations
Tests: checked meta files
Update: progress on reviving dynamic shop assets
- restore most of ui logic to cache/uncache dynamic bundle
- make storeitemdlc use dyn ref for page prefab
- change store logic to create empty tiles on warmup, then fill with content once opened
Tests: ran through the store in the editor. it's broken in a bunch of different ways, but seeing signs of system engaging, so progress
russian roulette;
- updated textures
- updated material
- fixed suffix naming
modular car wheel fix
left wheels swapped over to use wheel_b.fbx instead of flipping wheel_a.fbx, right side stays on wheel_a
no more mirrored wheels on 2, 3 or 4 module - fixes the flipped normals
cleared the leftover rotations on the wheels
https://files.facepunch.com/pilgrim/2026/August/25_19-17-ShadowyHerculesbeetle.png
Merge from attackheli_armour_damage
Merge from main and heli gibs
thumb_up
10
thumb_down
115
HealthThresholdToggle improvements
Launchsite / made the rocket factory ledge taller
Merge from modular_car_handling_improvements
merged flashlight refresh
Fix low res navmesh on ghost ships
Reduce the size of the main cabin collider so it doesn't block shots through the newly exposed gaps when panels come off
thumb_up
14
thumb_down
108
- updated turn on/off viewmodel anims
- set up events for switch sounds in 1p and 3p
- edited current 1p and 3p deploy sounds to fit new anims
- Setup new Toggleable light weapon as a base type to cleanup the flashlight code
- Prevent having to do two get components everytime TurnOffAllLights() is ran
- Remove the hack in TipFlashlight
Glass AR - worldmodel texture update and resize, removed unused textures
Setup collider/visual toggle groups.
Added "Col" to collider group names so they're unique in inspector lists.
thumb_up
6
thumb_down
102
basic rabbit setup, renamed all animation files for consistent prefix and lowercase
Attack heli specific code from earlier
thumb_up
8
thumb_down
105
Buff radwater so it does significant damage to full kits
Implement new scaling system that reduces rad amounts via sacled protection rather than straight values - used with only sprinklers + rad water
Remove the duplicate client colliders for front panel
HealthThresholdToggle list support
merge from analytics_wm_tris
Add worldmodel tri count for LOD0 meshes as field in item definition dump
session_modal_overflow_fix -> main
Fix description scroll not working
Clamp some flex elements so the connect modal cant overspill anymore and stretch itself so much that you cant see disconnect
same as attack heli - setup hab armour colliders properly for both client+server so they can be removed properly
added collision mesh for the frame
updted prefab