141,674 Commits over 4,505 Days - 1.31cph!

20 Minutes Ago
Merge from main (will need codegen)
38 Minutes Ago
Gutter cornices: combined each into one MeshLOD renderers 30 > 3 LOD components 30 > 3 Parts cull at different distances (supports 15, caps 35, rail 75), so each state is a mesh of only what's still visible - 802/88/24 tris, matching the originals at every band. Still batches, all states under the vert cap. time for bed
41 Minutes Ago
If a code lock has 2 or less authed users skip that lock when calculating the door tax Configurable by decay.upkeep_lock_min_users convar Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
1 Hour Ago
Abyss barrels: combined the seaweed into one mesh per barrel Merged the seaweed clumps on both storage skins into a single mesh per LOD, driven by one MeshLOD (0/7, cull 15). seaweed clumps 107 > 2 meshes LOD components 109 > 4 renderers 115 > 10 prefab size 518kb > 121kb Geometry and collision unchanged. Wind is preserved.
1 Hour Ago
Merge from main
3 Hours Ago
optimized poker table variants: Merged every RendererLOD chain across the four static configs into one combined FBX each, driven by a single MeshLOD (1/10/25, cull 60). - RendererLOD chains: 34 > 4 MeshLOD - LOD components: 226 > 192 - renderers: 321 > 212 - GameObjects: 143 fewer - LOD0 submesh draws: 49 > 14 - prefab size : 508kb > 122kb Also cleared a dead LODGroup from _cardtable_base
4 Hours Ago
Fix inverted condition that deletes NPCs on spawn Fixed potential crashes with ragdolls Fixed potential crash with game.MountGMA
4 Hours Ago
update from main
4 Hours Ago
update from main
4 Hours Ago
RidableHorse.prefab
4 Hours Ago
merge from fix_masterkey_swipe -> main
4 Hours Ago
Add tests to prove the swiping is correct
4 Hours Ago
Fix the master key getting stuck in the animation state if you left click with key, as it derives from the keycard but has no swipe animation
4 Hours Ago
russian roulette; - updated prefab - updated textures wip
6 Hours Ago
Crystal AR store page wip
6 Hours Ago
Wood armor gloves placeholder skin viewer mesh
6 Hours Ago
Added wooden armor parts and crystal AR to the skin viewer
Today
merge from maintainables_fixes
Today
remove extra debug log
Today
merge from editor_save_toolbar -> main
Today
merge from skinviewer_cubemap_fix
Today
merge from main -> editor_save_toolbar
Today
Refactored PlaceDecorRoadside to use Dithering and retry placement of pipes a configurable amount of times to get past the terrain checks blocking >80% of spawns - Dithering only moves away from roads, to make sure it doesnt re-try with one directly in the path Also fix PlaceWaterTreamentPipes to not use unnecessary statics
Today
Fixed cubemap not working for viewmodels in the skin viewer unless you connected to a server
Today
merge from qol_compost_ui -> main
Today
Codegen
Today
Optim: consolidate bundle un-/sub to store opening closing - force reload the active tab when opening store page Lets us unload resources while being ingame. Saves us 380MB in textures Tests: both backends in editor, took snapshots in standalone client. Noticed reopening shop now has borked images in standalone >.>
Today
merge from main -> qol_compost_ui
Today
added more calf texture and material variants and an extra cow variant.
Today
Bugfix: make sure grids of general store tab get notified about closure Avoids growing asset bundle ref count Tests: navigated through abunch of menus, no errors
Today
Updating izi world model rig
Today
revert anchors to softer checks, too many was preventing them from spawning works is carried by the terrain heigh raisers to try to fill terrain under the skirt in the prefab
Swap live background over to a small apartment Setup custom lighting for icon rendering
Use a live background in the character creator Streamline everything into a single CharacterStage prefab Cleanup old crappy static shot renderer
Today
merge from paint_f1menu_fixes
Today
optimised binbag pile - 41 renderers down to 1. There are 14 of these around the apartment complex alone. it was a pile of 34 nested binbag prefabs plus 6 ground_junk, each carrying its own mesh lod and renderer batch, sat under a parent that had its own mesh lod on top. all 41 drew at once at close range draw calls 41 > 1, mesh lod components 41 > 1 rendererlod, gameobjects 41 > 3 collision 34 mesh colliders -> 1 i dont t
Today
Update: convert icons on DLC tab to be dynamic refs - updated StoreBundleTool to auto-update stale properties after bundle assignment - ran dyn ref bundle assign - also made CoverImage only do non-unity-null check as it was misfiring Tests: navigated through in editor both in db and bundle backends, tried standalone
Today
Merge from hab_armour_damage
Today
HAB armour returns parent hotairballoon health.
Today
Fixed paintable dialog interactions executing (drawing, zooming, panning, orbiting) when the F1 menu is open Fixed brush preview hiding the cursor while the F1 menu is open when hovering the cursor over the paintable area Applied the fix to paintings / canvases, pumpkin, sculpture and neon dialogs Before: https://files.facepunch.com/raul/2026/August/27_16-56-RingedLimpkin.mp4 After: https://files.facepunch.com/raul/2026/August/27_16-57-LawngreenSunbittern.mp4
Today
Bit more decal work on boiler room decals
Today
merge from main
Today
Attempting to fix pipe access point procgen spawning by generating an outter and inner terrain anchor ring to look for 'flat' terrain underneath the prefab, s2c
Today
Tooltip pass
Today
fix override in last change
Today
Added 50x50cm pipe corner variant to Pipe Kit B. UV'd wires in boiler room + Decal polish.
Today
Set translation strings
Today
Move gamepad options to their new section in the left bar now that there's a bunch.
Today
reduce network range of critters
Today
Implement gamepad cursor acceleration and options