142,020 Commits over 4,536 Days - 1.30cph!
Add some prevent movement colliders to the barrel blockers which persist between destruction stages
Disable steering input when UI visible
Fixed the GrabPass error spam coming from the Simple Water shader
cleaned up test scene and meshes
Fixed the GrabPass error spam coming from the Particle/Refraction shader
fixed the fuel tank and fridge junk LOD chains as they were broken
fuel_tank_a_600 and a_900 had their LOD3 at 300m, the same distance as the cull, so it never showed - moved to 150m and gave a_900 the cull state it was missing whcih meant it was never culling
fuel_tank_b_300/600/900/900_alt moved their last LOD switch from 50m to 150m to match, and the last LOD on all six tanks no longer casts shadows
fuel tanks LOD distances are unified now
fridge_junk door had the same dead state at 80m - LOD2 now switches at 50m
ran s2p
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another
Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup
Should make copying the setup over to the other rigs faster
Fix potential mismatch of enabled colliders on server and client on monument blockers
Fix collapse blocker holding invalid reference to one of its colliders
Finalized full implementation of the server console on Linux - behaves the same as on Windows, including overriding -logfile
https://files.facepunch.com/raul/2026/September/02_11-59-CaringPeacock.mp4
Fixed ShowToast_Translated not parsing tokenized phrase
Fix "guid is empty" server error when first dropping certain items
workbench upgrade visuals now share the workbench LOD distances 1/50/150 cull 250, this also matches the workbench upgrade empty states
added the missing cull states on recyclebin, salvage and efficiency and fixed engineer culling at 25m
now a lot more consistent and unified
added the missing cull state to 5 props that drew their last LOD forever - pork and wolf oven meat, small battery, satellite control console, kayak paddle
Crystal AK - adjusted entity LOD distances, final LOD was too close when in character's hands
Merge from deployablefencegate
Merge from LOD preview branch to bring in new viewport tool
Remove unnecessary components from static piano
S2P floating cities, outpost
fixed raw and spoiled pork ran LOD0, 1, 2, 3, then LOD0 again at 35 m, so past 35 m they draw eight times more than at 15 m never culling.
fixed Human meat and wolf meat (oven and raw) had a similar issue but repeated their cheapest mesh instead of culling.
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
Merged Jarryd's changes to LOD preview
Resized some LOD textures
set rig to none and disabled animation import on 31 workbench upgrade fbxs including their gibs, none of them contain a rig or animation and generic rig was adding a dead animator to every model root
fixed efficiency upgrade coming in way too big.
last lod was okay - must have been in local mode on lod 2 when applying the transforms in blender (they have to be all visible)
Car steering max clamp improvement when using analogue
Fix NRE when a livestock animal dies
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough)
If an animal is in an overgrazed area they will display a label on the popup when looked at
Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
Disable shield compatibility with flashlight
Update the item information panel when a player changes the selected skin when crafting
Fixes egg vision not appearing when changing between wolf headress skins
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
Clean up allocation when mounting a car
Removed a 296b allocation every time the player zoomed in using a scope
Hardened GetScopeMod to try and prevent a rare NRE
Added TOAST explaining that a handbrake now exists in modular cars
Will play a max total of 5 times whenever a player mounts the drivers seat
Added an overlay opacity slider to the preview tool
Merge from modular_car_handling_improvements
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
Adjusted steeringwheel lerp
Adjsuted a couple of other steering values to match
Stopped struggling multiplier applying when a car has a handbrake applied
fixed wooden loot crate not having enough force in the gibs