141,907 Commits over 4,536 Days - 1.30cph!
Merge from effect_recycle_glass_fix
detachTime and recycleTime is no longer read only
Don't set those times to 0 at build time if no particle system is present
Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
merge from underwaterlabs_monument_blockers
russian roulette;
- gibs added
- guide prefab
- prefab updated
- icon updated
merge from medical_honey_bandage
Added missing teas to the cooking workbench cooking visuals
All teas spawns the kettle now
Adjusted the world model LODS to match the regular bandage
fix for missing colliders on the frame of the attack heli, allowing unnecessary damage
Moved the NPC spawner slightly away from the monument blocker in one of the modules
Added monument blockers to underwater labs red key card doors
fixed missing back faces of hide poncho world model and optimised lods so last lod is sub 100 triangles
fix to recycle and efficiency worldmodel upgrades for missing faces
rebuilt skins list with crystal ARs
Updating skinning for bull/calf
merge from advanced_wooden_crate_gib_fix
fixed loot crate gibs spawning with way too small colliders - although its a temporary fix until other issues can be ironed out.
crystal ar final store icon
Hooked up randomisation on alien costume vm
Merge from vm_randomisation
New milk item placeholder
If an item id doesn't match the shortname, show an error in the inspector with a fix button
merge from render_pipeline_testing
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
Hooked up fur shader toggle when shearing is ready
Added readytomilk and readytoshear debug commands
ai.showstate now parents it's Ddraw labels, looks a lot smoother
Animals can now eat from a trough, will prioritise that over grazing on grass
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
Hooked up male calf prefab/material
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
Merge from footstep_heavy_armour_fix
Fixed player footsteps not playing when slowed by excessive amount of armour
Affects players wearing full plate set as well as diving fins while walking on land
main -> character_customisation
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
Added LOD preview mode to the RendererLOD, MeshLOD and MeshCull inspector
When enabled will run the LOD process just for that object in edit mode, so we can test LOD ranges without going into play mode
Supports multi select, also draws a box around the object in the scene view with a label for it's LOD
Works in prefab editing and in the scene view
Planters: improved placement guide meshes
- new low-poly guide meshes for large, small and triangle planters - all three were using their full LOD0 mesh as the deploy guide that was missing the soil
now looks and feels way less jarring and much more satisfying
https://files.facepunch.com/pilgrim/2026/August/31_23-29-IvoryMussaurus.mp4
LOD pass on computer station + mixing table decor
- computerstation.FBX re-exported with proper LOD meshes; computerstation.static LODGroup -> RendererLOD, deployed + apartmentcomplex variants updated for the new model
- MixingTable.Decor: glassware/water existed twice - embedded invisible in the table LOD meshes and again as 9 separate LOD0-only renderers on top; re-exported as one clean 3-LOD mesh with the glass material live, 12 renderers -> 1, LODGroup -> MeshLOD
fix glass portion of glass ak always rendering on top of rivers (with a caveat that may also need fixing)
Add fallbacks for SurfaceGGX and WorldGGX shaders
Fixed Group03m/male_05 using wrong texture directory
Try to fix -tools on Linux
Fix TTT erroring due to it using base gamemode panels
Fixed only some Sandbox entities not spawning when looking far away
* Specifically refers to Spawnmenu entity spawning, where SENTs and Weapon middle clicks were not spawning anything if the player is looking into air, while things like props, vehicles and NPCs were spawning. Now consistently works for all entity types.
Try to account for addons doing weird things in ENT.SpawnFunction
* Referring to spawnmenu gm_spawn* error handling notifications
Potential fixes for vphysics crazy position crashes
Minor changes in sound system
* 0.00001% less memory usage