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140,486 Commits over 4,536 Days - 1.29cph!

3 Days Ago
Car steering max clamp improvement when using analogue
3 Days Ago
Fix NRE when a livestock animal dies
3 Days Ago
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
3 Days Ago
Disable shield compatibility with flashlight
3 Days Ago
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
3 Days Ago
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
3 Days Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
3 Days Ago
Clean up allocation when mounting a car
3 Days Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
3 Days Ago
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
3 Days Ago
Added an overlay opacity slider to the preview tool
3 Days Ago
Merge from modular_car_handling_improvements
3 Days Ago
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
3 Days Ago
Adjusted steeringwheel lerp Adjsuted a couple of other steering values to match Stopped struggling multiplier applying when a car has a handbrake applied
3 Days Ago
fixed wooden loot crate not having enough force in the gibs
3 Days Ago
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
3 Days Ago
scaled down digital clock worldmodel by .5 for a more realistic size (looked noticeably bigger than it ought to)
3 Days Ago
electrical fuse now has a world model - significantly cheaper than burlap sack LOD0
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
update flashlight icon
3 Days Ago
Stripped out the Windows Host-specific legacy implementation and polished the VT100 console compatibility (still backward compatible with Windows Host consoles)
4 Days Ago
first pass at rabbit interest, added profiler sample marks, disabled debug cubes
4 Days Ago
Phrase update
4 Days Ago
merge from main
4 Days Ago
merge from demo_ui_2
4 Days Ago
fix scrollbar styling and presets being cut off in editor curve ui
4 Days Ago
russian roulette; - fix RussianRouletteStorage CanAcceptItem - prefab updated - updated localization - ran manifest
4 Days Ago
first pass on squirrel interest mechanic
4 Days Ago
merge from main
4 Days Ago
fix train pooling errors, add them back to tests
4 Days Ago
merge from main
4 Days Ago
merge from storepage_crystalAR
4 Days Ago
Restored skin viewer cam fov
4 Days Ago
fix glass AR refraction blurring being screen resolution dependent
4 Days Ago
Disabled bullets in the mag when inspecting the viewmodel in the skinviewer cause they draw on top for whatever reason
4 Days Ago
Added backdrop bg to the skin viewer so the crystal AR has something to reflect Restored viewmodel inspection
4 Days Ago
merge from main to high_stakes_dlc
4 Days Ago
Merge: from async_serveroccl_gen - Bugfix for exception about profiler being not available on server boot Tests: booted craggy
4 Days Ago
Clean(editor): a bit more dead code removal Tests: used LoadMapTool to investigate server occlusion concerns
4 Days Ago
test scene fluff
4 Days Ago
support for burstcloth chains to be fixed at any arbitrary bone, allowing connections at either end
4 Days Ago
arrows were supposed to gib when on the off-chance they break but they weren't being referenced properly making them just vanish but now they break. added gibbable to the arrow worldmodel
4 Days Ago
Crystal AK - removed old material, adjusted worldmodel materials with better opacity and refraction levels, tweaked worldmodel lods to avoid opaque pieces/shadows culling too soon
4 Days Ago
Show the crossbow + other bows arrowhead from the reload animation instead of the network update so it lands on the same frame as the arrow
4 Days Ago
radwater_buff_2 -> main
4 Days Ago
Buff sprinkler rads by another 1.5x
4 Days Ago
russian roulette; - vm for chain parts that connect to guns - reference model to help with anim of chains over the table
4 Days Ago
Analogue steering support WIP
4 Days Ago
world model fixes: - kick hazmat fixed missing back faces, now uses single lod texture set isntead of 4to 5 - fixed missing faces on the water pump world model - fixed divingsuit having offset texture on the world model