141,551 Commits over 4,505 Days - 1.31cph!
Update: pull prefab originals if prefab variants were assigned to dynamic bundle
Pulls just 1 prefab, but worth to do anyway. Still chasing why engine fails to load prefabs in bundle mode.
Tests: built new bundles, checked manifest and loaded in editor
fix empty mags dropping twice in third person
Add support for Rust+ to kick players from our team (or yourself to leave the team)
Also fixes a couple unrelated bugs
Merge from deepsea_terrain_everywhere
Fix foliage not loading when DeepSea.terrain_everywhere is enabled
Fix navmesh generated on divesites, not generated in some doorways, some monument rooms not having navmesh, and scientist corpse colliders on wrong layer
three more asset optimsations that were over the vertex cap
AshtrayB1_LOD0 1028 > 983 verts
matrix_display_tools_LOD1 1019 > 998 verts
emptybarrel_LOD1 1164 > 876 verts
ashtray now batches on its whole chain (LOD0-2)
tools display and empty barrel batch from LOD1 down
optimised bed - LOD1 now under the batching vertex cap
LOD1 998 verts, was over 1000 so it never batched
now batches 30 to a draw call in the LOD1 band
also fixed lod issue where the fold in the bed cover would disappear on LOD1 and reappear on LOD2
Fix navmesh building on dive sites
merge from hqm_ore_random_spawner
Update: gather assets into dynamic UI bundle as a first step, to capture all deps (40MB -> 0.6GB)
- mode ui/menu2 assets from props-other assetscene to prefabs (otherwise no idea how it used to work before)
- also add a bit earlier error checking when loading from bundle
Tests: editor in bundle mode - able to see all but 2 icons, but prefabs are not loading
Added ore_hqm_spawner.prefab (with doubled min/max respawn delay)
Updated manifest
optimised large wooden box
LOD0 999 verts, was over 1000 previously so it never batched at close range
it can now batch around 30 to a draw call inside the 0-10m LOD0 band
tris LOD0 1,552 > 1,346, LOD1 474 > 366, LOD2 100 > 84
Apply 10+ loop deep error to PrePlayerDraw
Fix the typo in "unlosed" file find handles error
Resolve a bunch of double curtime bugs
* Pretty much only relates to NPCs
Add a null check in CalcDamageForceVector
merge from hqm_ore_random_spawner
Added HQM ore to ore_random_spawner.prefab (weight 5)
merge from HAB_armour_damage
Enable RW on HAB armor gibs
HAB armor now plays an effect when equipped, placeholder sound for now
Switch HAB door to chainlink door sounds instead of metal
Now need to hold E for 3 seconds to put on the armor instead of instant, prevents misclicks
Mixing table LOD optimisation
Merged Glass01-08 + Water into the Table_LOD0/1/2 glass submesh
draw calls 10 > 2, FBX meshes 12 > 3, LOD components 10 > 1
much more simplified.
also fixed opacity on the water in the bucket being completely transparent for years
Make the code for "cooking items" in furnaces work on both compostable items and normal cookable items
Remove huge debug cube from water pipe access point
optimisations to the mixing table - need to figure one thing out first
Added Windows Terminal compatibility to the windows server console
Fixes the server console from glitching and being unusable, backward compatible with Windows Console Host
Before: https://files.facepunch.com/raul/2026/August/26_21-10-YellowEider.mp4
After: https://files.facepunch.com/raul/2026/August/26_21-08-NegligibleBarasingha.mp4
set better speed values and improved animation blending (not enough tho)
movement looks more natural but needs more work
fixed critters hovering above ground instead of being on surface
HQM Collectable 8 > 5
HQM Node 30 > 20
More common in jungle than other biomes
Merge from boat_deploy_error_fix
Fix the incorrect "Can't be deployed on boats" deploy message when something is just badly placed.
Merge from playerboat_decay_fix
Persist timeSinceLastUsed for playerboats. Fixes no decay bug on daily restart servers.
Added calf texture variations. set up with material variants.
Merge from workbench_upgrade_rug_deploy_fix - Rugs no longer block installation of workbench upgrades
merge from Monument_Blocker_Balance
S2P mil tuns, silo, large oil
Changed TerrainFootprint's default MaxTiltDegrees to 35 after finding a tiny rock gap that was not resolved by the footprint terrain modifications because the rock was at 26 degrees, 1 degree over the existing MaxTiltDegrees
Merge from hab_armour_damage
merge from main -> Hackweek_CompostUI
merge from fix_hotbar_swap_overstack -> main
Removed mipmaps from the default unity spotlight cookie texture to fix light leaking issues
merge from admin_invis_cube_variants
Added admin_invis_cube_3x3_attack and admin_invis_wall_01_attack variants (they can be hit with melee or shot at)
Fix animation loader not working in builds, clips needed to be marked legacy
attempt to optimise the three planters. noticed that they have 3 materials on last lod so baked small, large and triangle last LOD down to one 512 albedo and one material
soil now culls at 40m and hands off to the bake
also fixed 12 monument/static prefabs still on the pre-bake material arrays -will need checking over
lod2 draw calls 3 -> 1 per planter
https://files.facepunch.com/pilgrim/2026/August/26_17-21-OilyUrson.mp4