141,902 Commits over 4,536 Days - 1.30cph!

12 Minutes Ago
Added missing teas to the cooking workbench cooking visuals All teas spawns the kettle now
12 Minutes Ago
Adjusted the world model LODS to match the regular bandage
16 Minutes Ago
fix for missing colliders on the frame of the attack heli, allowing unnecessary damage
28 Minutes Ago
Moved the NPC spawner slightly away from the monument blocker in one of the modules
36 Minutes Ago
Added monument blockers to underwater labs red key card doors
48 Minutes Ago
fixed missing back faces of hide poncho world model and optimised lods so last lod is sub 100 triangles
1 Hour Ago
fix to recycle and efficiency worldmodel upgrades for missing faces
1 Hour Ago
rebuilt skins list with crystal ARs
1 Hour Ago
main -> radwater_buff_2
1 Hour Ago
merge from main
1 Hour Ago
Updating skinning for bull/calf
1 Hour Ago
merge from advanced_wooden_crate_gib_fix
1 Hour Ago
fixed loot crate gibs spawning with way too small colliders - although its a temporary fix until other issues can be ironed out.
2 Hours Ago
Merge: from main
2 Hours Ago
crystal ar final store icon
3 Hours Ago
Merge from main
4 Hours Ago
Merge from main
6 Hours Ago
Hooked up randomisation on alien costume vm
6 Hours Ago
Merge from vm_randomisation
Today
Merge from main
Today
New milk item placeholder
Today
If an item id doesn't match the shortname, show an error in the inspector with a fix button
Today
merge from render_pipeline_testing
Today
client guard
Today
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
Today
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
Today
ai.showstate now parents it's Ddraw labels, looks a lot smoother
Today
Animals can now eat from a trough, will prioritise that over grazing on grass
Today
Shearing interaction
Today
merge from main
Today
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
Today
Hooked up male calf prefab/material
Today
Merge from main
Today
Merge from main
Today
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
Today
Merge from footstep_heavy_armour_fix
Today
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
Today
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
Today
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
Today
merge from main
Today
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
Today
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
Today
fix glass portion of glass ak always rendering on top of rivers (with a caveat that may also need fixing)
Today
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
Today
russian roulette; - lods added - updated prefab - material updated
Today
LODGroup/RendererLOD -> MeshLOD conversion pass on vending machines, covered ch47/bradley props and tin can alarm: 129 -> 75 renderers, 23 -> 6 LODGroups, brings them into the LOD grid + occlusion culling - vendingmachine family x5: RendererLODs collapsed to MeshLODs (55 -> 33 renderers) now can occlusion cull - covered bradley/ch47 x6: LODGroups converted, wraps stay RendererLOD where materials demand it (66 -> 39 renderers); ch47_covered, ch47_covered_wrap + bradley_covered_wrap FBXs re-exported so LOD material order matches - tincan.alarm: split into frame + cans MeshLODs so the rattle anim survives (8 -> 2 renderers); worldmodel onto MeshLOD too
Today
merge from hackweek_parented_ddraw
Today
Parent DDraw objects onto the player model instead of the BasePlayer object
Today
merge from main