142,193 Commits over 4,536 Days - 1.31cph!

14 Minutes Ago
Registration fix
16 Minutes Ago
Codegen, manifest
22 Minutes Ago
underground small train station update
23 Minutes Ago
Cow stomp animation added
25 Minutes Ago
- 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
33 Minutes Ago
Can no longer clip the character preview camera into the walls/props - spherecast and pull itself out of geometry
46 Minutes Ago
checks if models missing for new skinnables, add tool to auto add missing models - flavien review
56 Minutes Ago
- Much better apartment scene setup - Better composition - Slightly modfiied lighting (more work to go)
57 Minutes Ago
Fix paintball gun item data not updating colour upon being equipped
1 Hour Ago
Fix cows only grazing and never resting / idling, or roaming too much
1 Hour Ago
Fix reloading to a different arrow type causing arrows to be loaded after the arrowhead
1 Hour Ago
More automated rendering - categorised workshop urls too
2 Hours Ago
merge from main
2 Hours Ago
- 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
Rin
3 Hours Ago
merge from improved_event_saveloading
3 Hours Ago
Cleanup
3 Hours Ago
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
3 Hours Ago
automating twitch drops render - flav to review
4 Hours Ago
Fix refraction filter pass with merged resolution handling changes
4 Hours Ago
Show loading blocker if the store isn't fully warmed up when opening the tab More safeguards
4 Hours Ago
Fixed UI_Store.OnStoreItemPressed NRE Added some breadcrumbs to trackdown what happened
5 Hours Ago
Updated UnityStandardCore to support rendering layer masks between forward rendered geometry and lights
5 Hours Ago
Merge from main
Today
Merge from main
Today
Replace common water texture samplers with shared sampler
Today
Cache compute shader kernels ids for rrp passes
Today
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
Rin
Today
merge from glass_ar
Rin
Today
merge from rrp_flashbang_blur_fix
Rin
Today
merge from arrowhead_load_fix_2
Rin
Today
merge from fix_composter_menu_option
Rin
Today
merge from flashlight_shield_fix
Rin
Today
merge from fix_campfire_fast_cook
Today
Rust+ item export script tweaks, remove duplicate goldframe.xl translation with different key casing
Today
merge from main
Today
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
More null guards, including against sounds
Today
De-rigged the M92 world model - 3 skinned renderers over a 4 bone rig replaced with static meshes from a new w_m92_worldmodel.fbx, LOD0 3532 -> 1766 tris, LOD distances and highlight unchanged
Today
Two world model prefabs, both had no LOD component and drew at any distance: Added MeshCull to laser detector and door controller worldmodels, both had no LOD and drew at any distance (60m / 100m)
Today
Fixed spawning NPCs too early breaking all NPCs until level change Merged Pull Requests * Enable localization for Information/Purpose/Instructions fields in spawnmenu tooltips on SWEPs/SENTs/etc * Leafblower improvements * TTT: restore original arctic playermodel color while in "serious mode" * TTT: handle failed entity creations * TTT: Add localization to "FIRE! IT BURNS" text effect Update medic rebels player models to be colorable (Community Contrib) Add fallbacks for SurfaceGGX and WorldGGX shaders Fixed Group03m/male_05 using wrong texture directory Fixed only some Sandbox entities not spawning when looking far away * Specifically refers to Spawnmenu entity spawning, where SENTs and Weapon middle clicks were not spawning anything if the player is looking into air, while things like props, vehicles and NPCs were spawning. Now consistently works for all entity types. Try to account for addons doing weird things in ENT.SpawnFunction * Referring to spawnmenu gm_spawn* error handling notifications Potential fixes for vphysics crazy position crashes Minor changes in sound system * 0.00001% less memory usage Fixed middle mouse reset on DNumSlider not working PR: Make playermodel editor sliders work consistently with other sliders * Specifically, the value of the slider actually matches the visual preview Fixed player breathing animation at high curtime being choppy Fixed infinite recursion with ragdoll teleportation Fixed a number of crashes with npc_hunter if its physics obj is delete Double curtime related fixes * Fixed weapon bob being choppy at high curtime * Fixed strider gunfire at high curtime * Fixed func_tank firing at high curtime * Fixed sprite animations at high curtime * Fixed gunship firing at high curtime * Fixed flying/falling NPCs being choppy mid air Minor fixes in Demo to Video system Fixed autoplay sequences being choppy at high curtime Fixed thruster effects at high curtime Drop ship and jeep cannon fixes at high curtime Minor fixes * Fixed potential error state in markup.Parse when parsing colors * Fixed string.FormattedTime returning incorrect millisecond value Try to add more info CUtlLinkedList overflow message Fixed Weapon:SetNextPrimaryFire truncating to floats * SetNextSecondaryFire and SetLastShootTime as well Fixed inflator tool setting firerate only for left click Net Graph tweaks * Display net messages with a separate color * Automatically scale the net graph if it goes higher than half of the screen Minor changes Unbreak TTT voice panels again Minor fixes for certain regressions
Today
Fixed Weapon:SetNextPrimaryFire truncating to floats * SetNextSecondaryFire and SetLastShootTime as well Fixed inflator tool setting firerate only for left click Net Graph tweaks * Display net messages with a separate color * Automatically scale the net graph if it goes higher than half of the screen Minor changes Unbreak TTT voice panels again Minor fixes for certain regressions
Today
fix train headlight beams pooling, add it to tests
Today
add wooden skins to scene
Guard against accessing null particle systems in PowergridEngineFx
Put all faces into the face selection - populated according to the bodytype you've selected
Today
Update: rewrite prefab scanning to work via SerializedObject/Prop Unity already solves working with structs, so I'll just use their tech Tests: partially wrote out url assignment automation, it assigns a struct field. ran bundle assignation
Today
- Set up flamethrower canister drop effect, uses mesh renderer for realistic ground impact
Today
merge
Today
Fix composter showing "Turn on" and "Turn off" menu option - make both stove & composter not show the menu options
Today
Hook up livestock coats, not yet gene driven, tested networking, saving, corpses, babies