141,362 Commits over 4,505 Days - 1.31cph!

55 Minutes Ago
merge from main
55 Minutes Ago
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)
57 Minutes Ago
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
1 Hour Ago
GetDpiForWindow to GMOD_GetWindowDpi in one missed spot * Got trolled by VSCode not saving the file Slightly unfix DPanelSelect:OnActivePanelChanged * So it is called even when the current panel is reselected, as some existing stuff (Player Model Editor) relies on it. Still only run associated convars if the selected panel actually changed Prevent Lua errors in Player Model editor due to weird existing mods * Apparently there are mods out there that provide boolean arguments to AddValidModel's new arguments Allow matproxies without a bind function Apply potential fix for procedural bone sizing Keep a reference to custom cubemap while spawnicons are rendered Try to make spawnicon editor size with screen Added render.BindLocalCubemap * Helps custom model rendering, such as icon editor and player model selector * It takes a string as input, so it can handle HDR and non HDR cubemaps for you Adjust icon editor colors to match actual values in spawnicon rendering Draw Icon Editor spawnicon over the background Added ability to overwrite spawnicon rendering lighting * RebuildSpawnIconEx accepts "lightbox" (6 vectors) and "lights" keys (same as render.SetLocalModelLights) * Simple preview - sky is the limit on actual light setups - https://files.facepunch.com/rubat/2026/August26-3166-AcidicArgentineruddyduck.mp4
2 Hours Ago
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)
2 Hours Ago
some more tweaks to textures that don't need to ship 2k vram 12.0MB -> 1.0MB
2 Hours Ago
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
3 Hours Ago
Update: ran "Update UI bundle assignments" - fixed it up to skip reimporting assets with correct bundle assignations Tests: checked meta files
4 Hours Ago
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
4 Hours Ago
russian roulette; - updated textures - updated material - fixed suffix naming
4 Hours Ago
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
5 Hours Ago
basic squirrel setup
5 Hours Ago
merge from main
5 Hours Ago
Merge from attackheli_armour_damage
5 Hours Ago
Merge from main and heli gibs
5 Hours Ago
HealthThresholdToggle improvements
5 Hours Ago
Launchsite / made the rocket factory ledge taller
6 Hours Ago
Merge from modular_car_handling_improvements
6 Hours Ago
merged flashlight refresh
6 Hours Ago
More tweaks
6 Hours Ago
Fix low res navmesh on ghost ships
Today
Reduce the size of the main cabin collider so it doesn't block shots through the newly exposed gaps when panels come off
Today
- 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
Codegen
- 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
Today
Glass AR - worldmodel texture update and resize, removed unused textures
Today
Setup collider/visual toggle groups. Added "Col" to collider group names so they're unique in inspector lists.
Today
basic rabbit setup, renamed all animation files for consistent prefix and lowercase
Today
Attack heli specific code from earlier
radwater_buff_2 -> main
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
Today
Remove the duplicate client colliders for front panel
Today
Merge from main
Today
HealthThresholdToggle list support
Today
merge from analytics_wm_tris
Today
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
Today
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
Today
First pass boiler room (random room) shell
Today
Cargo ship no longer despawns its crates on server restart / does more loot cycles but randomly starts leaving inbetween - whole event should now saveload correctly - Saves the loot rounds that have passed, re-schedules the remaining correctly - Saves available spawn point indices so crates don't spawn on top of each other
Today
Fix old ais fleeing when player jumps
HQM prefabs
Today
give this a try cause why not
HQM ore texture and HQM collectible art
Today
made chanegs to the attack heli colliders left, front and right panels so tht they can be toggled off when removed.
Today
merge from main -> fix_hotbar_swap_overstack
Today
merge from comfort_fixes
Today
Bear rug: 100% comfort within 2m of the comfort trigger spheres. Gradual falloff until 3m. Rug: 100% comfort within 1m of the comfort trigger spheres. Gradual falloff until 2m. Previous fixes would have meant these deployables would have only given a solo player 25% comfort. Boosted values to not destroy years long gameplay behaviour
Today
Update: add DynamicFullscreenSprite and DynamicGallerySprite to shadow respective fields on UI_StoreItemOverlayPage - updated StoreBundleTool to also inspect private fields marked with SerializeField - updated PageElementDrawer to render DynamicRef fields (and fix layout issues) - ran UpdateDynRefs Tests: inspected serialized prefabs