142,207 Commits over 4,536 Days - 1.31cph!
Wire pass on the 4x small randomised rooms so far
nailgun refresh latest vm anims exported
Cherry-pick: Add dedicated depth texture for motion vectors
Add dedicated depth texture for motion vectors
fix staying lods staying active when pooling
- Fix rendered icons not using the same cubemap
Merge from main (discarded entity rig update from main)
Fixed super tight fov on character creator
- Bake a reflection probe inside the customisation scene
- Setup new cubemap as environment default
Added AudioSourceEntity tests, download timeout
Improved client playback time synchronization and URL validation
Polishing pass
manually reverted
161177 and tied it to a poolable.cachestatesoninit convar for further testing, stops the jungle fps drop
Add special transparent motion vector pass to view model
This new pass is used for transparent-yet-solid objects like the Crystal AR skin. I also moved the view model's motion vector pass to OnBeforeImageEffects (after transparent) where writing to the depth buffer has fewer consequences.
- Fix graze share counting the walk so fullness kept falling
- put the old drink rate back
- let starving animals roam for food
- guard ResetPath on unplaced agents
underground small train station update
Cow stomp animation added
- Move CoatIndex after the other autosaved syncvars so older livestock saves read the right bytes
- Skip a parent which has a coat the calf prefab has no material for when inheriting, else a stale number wtill be handed down
- Resend the newborn right after its coat is inherited else it change scolour after appearing
- Forget the painted coat in OnDisable rather than OnEnable, pooling runs that after the next occupant has already painted
- Apply the corpse coat from ClientInit alone and drop the syncvar callback that fired before the ragdoll existed
- Compare coat names per index across stages and ragdolls, not just the count
- Move SaveAndRestart in RustTestFixture and SpawnOnNavmesh in AITestFixture and use them from the livestock fixtures
- Reword the InitCoat and save test comments, the isLoadingSave guard only saves a roll the load overwrites anyway
Can no longer clip the character preview camera into the walls/props
- spherecast and pull itself out of geometry
checks if models missing for new skinnables, add tool to auto add missing models - flavien review
- Much better apartment scene setup
- Better composition
- Slightly modfiied lighting (more work to go)
Fix paintball gun item data not updating colour upon being equipped
Fix cows only grazing and never resting / idling, or roaming too much
Fix reloading to a different arrow type causing arrows to be loaded after the arrowhead
More automated rendering - categorised workshop urls too
- Dont run the icon cache for the category we are currently in
- Renderered tiles 256 -> 512
- Preload faces in the background right after the page opens
merge from improved_event_saveloading
bee grenade viewmodel visual drift fix
fixed bees clipping on admire
static bees split from fx and cached as viewmodel renderers to fix drifted visuals
https://files.facepunch.com/pilgrim/2026/September/04_11-10-UnconsciousCentipede.mp4
automating twitch drops render - flav to review
Fix refraction filter pass with merged resolution handling changes
Show loading blocker if the store isn't fully warmed up when opening the tab
More safeguards
Fixed UI_Store.OnStoreItemPressed NRE
Added some breadcrumbs to trackdown what happened
Updated UnityStandardCore to support rendering layer masks between forward rendered geometry and lights
Replace common water texture samplers with shared sampler
Cache compute shader kernels ids for rrp passes
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster
merge from rrp_flashbang_blur_fix
merge from arrowhead_load_fix_2
merge from fix_composter_menu_option
merge from flashlight_shield_fix
merge from fix_campfire_fast_cook
Rust+ item export script tweaks, remove duplicate goldframe.xl translation with different key casing
Bee grenade world model pass
jar bees combined 17 -> 1 renderer in the shared WM Jar Bees prefab with LOD Group slots re-pointed on world model,
held entity and tin can alarm updated
body LOD0 6586 -> 4618 tris and LOD1 3412 -> 1705
viewmodel backface and blur glass removed from the world model, 29 -> 11 transforms with no real visual difference at that size