142,204 Commits over 4,536 Days - 1.31cph!

11 Minutes Ago
Cherry-pick: Add dedicated depth texture for motion vectors
12 Minutes Ago
Add dedicated depth texture for motion vectors
32 Minutes Ago
fix staying lods staying active when pooling
42 Minutes Ago
- Fix rendered icons not using the same cubemap
1 Hour Ago
Merge from main (discarded entity rig update from main)
1 Hour Ago
Fixed super tight fov on character creator
1 Hour Ago
- Bake a reflection probe inside the customisation scene - Setup new cubemap as environment default
1 Hour Ago
Added AudioSourceEntity tests, download timeout Improved client playback time synchronization and URL validation Polishing pass
1 Hour Ago
manually reverted 161177 and tied it to a poolable.cachestatesoninit convar for further testing, stops the jungle fps drop
1 Hour Ago
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.
2 Hours Ago
- 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
2 Hours Ago
Registration fix
2 Hours Ago
Codegen, manifest
2 Hours Ago
underground small train station update
2 Hours Ago
Cow stomp animation added
3 Hours 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
3 Hours Ago
Can no longer clip the character preview camera into the walls/props - spherecast and pull itself out of geometry
3 Hours Ago
checks if models missing for new skinnables, add tool to auto add missing models - flavien review
3 Hours Ago
- Much better apartment scene setup - Better composition - Slightly modfiied lighting (more work to go)
3 Hours Ago
Fix paintball gun item data not updating colour upon being equipped
3 Hours Ago
Fix cows only grazing and never resting / idling, or roaming too much
3 Hours Ago
Fix reloading to a different arrow type causing arrows to be loaded after the arrowhead
3 Hours Ago
More automated rendering - categorised workshop urls too
4 Hours Ago
merge from main
4 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
5 Hours Ago
merge from improved_event_saveloading
5 Hours Ago
Cleanup
5 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
5 Hours Ago
automating twitch drops render - flav to review
6 Hours Ago
Fix refraction filter pass with merged resolution handling changes
Today
Show loading blocker if the store isn't fully warmed up when opening the tab More safeguards
Today
Fixed UI_Store.OnStoreItemPressed NRE Added some breadcrumbs to trackdown what happened
Today
Updated UnityStandardCore to support rendering layer masks between forward rendered geometry and lights
Today
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)