155,649 Commits over 4,536 Days - 1.43cph!
Removed PropRenderers from 32 prefabs that don't need them
Icon generator window refactor
Can now be run from anywhere, regardless of scene
Runs a realtime viewport with moue controls for zooming, panning and rotating
Added a button to match another prop renderer, copies all of the settings from one prop renderer to another
Added an overlay option, loads a sprite and overlays it on the viewport with a fade slider so we can eyeball match icons
Open icon generator button int he inspector now opens the window, doesn't change scene
Fixed prefabs that have a PropRenderer but were not found in the icon generator list - any PropRenderer in the project will now appear in the list after a refresh (refresh takes twice as long though)
Fixed a few places where we were caching a static reference to the scrap item def, we have ItemLookup in ItemManager that does this for us
Deduct scrap when purchasing animals
First pass on livestock naming
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Allow base ResourceEntity's to spawn gibs when depleted
Reapplied the fix for the crate spawning in cave_small_Easy, committed the scene this time, S2P cave
Merge from main (stomped test list)
Fixed an occasional NRE when running `ent` commands on entities that are dead but haven't been cleared from the client yet (eg. spamming the command on dropped items on lower server and client FPS)
Mild new list cleanup
Merge from itemdesc_alignment_fix
Change item description text horizontal alignment in GameUI.Inventory from Justified to Left
Fixes the characters looking stretched and inconsistent between item description strings. Justified also never applies to the last line, so only the last line would look normal
Before https://files.facepunch.com/martynchapman/2026/September/09_21-26-VitalXuanhuasaurus.png
After https://files.facepunch.com/martynchapman/2026/September/09_21-26-FractalSpidermonkey.png
Merge from headitem_overlays_fix
- Fix heavy plate helmet and diving mask screen overlays disappearing when downed or dead
- Fix heavy plate helmet audio muffling being cancelled by the wounded mixer snapshot. Muffling now has its own lowpass stage on the In Game and Player Voices groups, so it can mix with other snapshots instead of competing for the one snapshot slot
- Helmet muffling is inactive for snapshots like CCTV and Underwater as that felt correct
- Remove UIPrisonerHoodOverlay, it's overriden behaviour is what the base class UIBlackoutOverlay does by default now
Cherrypick CS
163721 (the command to test crash uploads) to the newer branch
- Make genes impact cow selling price
- Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
- Make better tests for livestock capture, including with the new pen
- Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
merge from Cow_pattern_testing
add admin convar to scale density of global atmophere fog
fix saturation difference in RRP due to incorrectly placed sharpen filter
added debug visualiser to fur shader
Added automated test to check collectable entities have a token and phrase
first pass at seaturtles, with ocean locomotion
turtles use movement similar to sharks, with their own budgeted queue for movement processing
fixed population convars for other critters
removed unnecessary timers from save/load of critters
Mesh library fixes
* Some copy paste mistakes in error messages
* Fixed BuildFromTriangles reading bone weights from the wrong table
Minor cleanups
* Deleted sensor_smooth cvar (unused)
Improve Kinect support error handling
Minor cleanups
Fixed missing Toggle input for func_nav_prefer/avoid entities
Mesh library fixes
* Some copy paste mistakes in error messages
* Fixed BuildFromTriangles reading bone weights from the wrong table
Minor cleanups
* Deleted sensor_smooth cvar (unused)
Improve Kinect support error handling
Minor cleanups
Fixed missing Toggle input for func_nav_prefer/avoid entities
Fix livestock fence being ignore by navmesh
Set up procedural materials on cow/bull/calf
Added temp pattern tester to LOD0 renderers
Move livestock convars out of ai. and into their own factory
Hair smears in bitangent direction instead of tangent
Further improved deployment
merge from fur_shader_improvements
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
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merge from MetalDetector_WorldmodelBulb
merge from LightHouseReverbFix
Fixed bbq radial menu referring to Campfire
merge from 3p_weapon_double_sounds_fix
merge from 2026_worldmodels
Increase padding on livestock UI
merge from wooden_loot_crate_gib_fix
merge from hqm_collectable_scale
merge from arrow_breaking_fix
merge from holsteredwep_chest_armour_fix
Fix for playing 3p sounds x2 on weapons
- applied glass ak specifc sounds to 3p weapon instead of base ak
- removed reload anim events in lr300 space, added correct space deploy sounds
- Stop carpet feet clipping
- Move title down a bit
- Reduce no color picker spacing
- Stop colour swatch's being squashed
- Stop colour swatches having thick borders
- Fix edit system not working
FIrst pass on the gene system, clean up the UI (right now I show everything in the UI, but we have convars to hide genes / recessive genes / age / trust etc which I want to explore)
- Make it so that we can run the livestock balance setup at 32x speed instead of only 2x, required a few logic changes like carryovers, but end results now match normal speed
- Fix time progressing between tests, causing some tests to suddenly run at night