156,071 Commits over 4,536 Days - 1.43cph!
fix player eyes in player preview applying fog from the main camera render in RRP
Restored beehives to oak_b,c and e.
oak_e has 100% chance to spawn beehive (just for testing)
Add tests to prove the threaded logging system is still working with the new fix
Add 10k queued log message cap & prevent exceptions thrown while sending messages to RCON from being logged to RCON itself
- unity already protected against main thread log callback calling invoking the callback recursively but we need extra protection for RCON
integrate new frog anims, with randomness factor for different jump types
Update gamepad_configure to call the new ShowBindingPanel from the FP.Steamworks DLL so we can finally call the Steam input gamepad config screen without a hack.
Merge from fp_steamworks_more_gamepad
New automated test checking worldmodels don't have too big of an offset within them, which can cause the worldmodel outline to disappear when the outline visibility origin is too far outside its collider (was recently an issue with the ladder)
Fixed 8 problematic worldmodels
merge from customvitals_noise_fix
Fixed the custom vital template not having the background.tile sprite assigned, missing its texture - it now matches with the rest of our vitals
NMS loot room
Launch site room fix
merge from sv_clientadmin_exposures
Exposed weather.load and weather.reset to be callable on the client from the server
Codegen
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
Merge: from ui_store_slim_ram/blurhash
- New: HttpImage now know how to render blurhash images as loading placeholders
Tests: navigated through store
Bugfix: if httpimagedelay expires, use results of first request that completed
Tests: navigated store with httpimagedelay 10 and waiting till it expired
Update: generate blur textures of matching aspect ratio to original image
Tests: inspected store with httpimagedelay
Add HDR version of the default cubemap
Update localization files
Fixed a graceful crash with prop_vehicle_crane
Fixed "Invalid HitboxSet" warnings with util.Trace
Minor cleanups
merge from Frog_Branch -> critter_animals
Update: StoreBundleTool improvements
- deduplicate serialized objects to reduce number of saves
- deduplicate ProxyPaths to reduce number of field-callback invocations
- document loss of data and why it happens
Tests: ran the script
exported updated frog anims
main -> grenade_client_prediction
merge from render_pipeline_testing
work around weird skinviewer viewmodel errors
Another fencing deployment pass
Fix them being sunk into terrain quite a bit by default, prevent sinking them further in while connecting to another fence
Slightly improve placement on sloped terrain, allowed them to be placed at an angle (within 20°)
Got rid of a baked in rotation in all of the sockets
Water treatment plant and sewer branch loot rooms
updated lamb model with new lods. added and updated new lamb fur textures. added lamb fur lod material.
exported updated frog anims
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Bit more polish on randomised room L wires + pipes
report_player_bots_fix -> main
Add textured milk jar with volume-preserving slosh, faster liquid updates and pooled surface meshes - will need a programmer to look over
added milk icon
https://files.facepunch.com/pilgrim/2026/September/15_15-39-VioletSapsucker.mp4
pefab explosive setup on some weapons
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
Glyph/bind resolution cleanup
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
merge from hazmat_trophy_fixes
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
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Updated Beef Prefabs to have world models linked
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Refactor duplicate stick suppression calls
Added new frog textures and materials. applied them to the frog_rig.fbx