141,988 Commits over 4,536 Days - 1.30cph!
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
updated spike trap to fix low resolution texture on the bottom of the world model - world model is a bit bigger in size as a result.
changed the guide mesh to use LOD2 instead of 3 so the spikes are present in the guide mesh
https://files.facepunch.com/pilgrim/2026/September/02_00-13-LazyBlackandtancoonhound.mp4
scaled down digital clock worldmodel by .5 for a more realistic size (looked noticeably bigger than it ought to)
electrical fuse now has a world model - significantly cheaper than burlap sack LOD0
Stripped out the Windows Host-specific legacy implementation and polished the VT100 console compatibility (still backward compatible with Windows Host consoles)
first pass at rabbit interest, added profiler sample marks, disabled debug cubes
Fixed middle mouse reset on DNumSlider not working
PR: Make playermodel editor sliders work consistently with other sliders
* Specifically, the value of the slider actually matches the visual preview
Fixed player breathing animation at high curtime being choppy
Fixed infinite recursion with ragdoll teleportation
Fixed a number of crashes with npc_hunter if its physics obj is delete
Double curtime related fixes
* Fixed weapon bob being choppy at high curtime
* Fixed strider gunfire at high curtime
* Fixed func_tank firing at high curtime
* Fixed sprite animations at high curtime
* Fixed gunship firing at high curtime
* Fixed flying/falling NPCs being choppy mid air
fix scrollbar styling and presets being cut off in editor curve ui
russian roulette;
- fix RussianRouletteStorage CanAcceptItem
- prefab updated
- updated localization
- ran manifest
first pass on squirrel interest mechanic
fix train pooling errors, add them back to tests
merge from storepage_crystalAR
Restored skin viewer cam fov
fix glass AR refraction blurring being screen resolution dependent
Disabled bullets in the mag when inspecting the viewmodel in the skinviewer cause they draw on top for whatever reason
Added backdrop bg to the skin viewer so the crystal AR has something to reflect
Restored viewmodel inspection
merge from main to high_stakes_dlc
Merge: from async_serveroccl_gen
- Bugfix for exception about profiler being not available on server boot
Tests: booted craggy
Clean(editor): a bit more dead code removal
Tests: used LoadMapTool to investigate server occlusion concerns
support for burstcloth chains to be fixed at any arbitrary bone, allowing connections at either end
arrows were supposed to gib when on the off-chance they break but they weren't being referenced properly making them just vanish
but now they break.
added gibbable to the arrow worldmodel
Crystal AK - removed old material, adjusted worldmodel materials with better opacity and refraction levels, tweaked worldmodel lods to avoid opaque pieces/shadows culling too soon
Show the crossbow + other bows arrowhead from the reload animation instead of the network update so it lands on the same frame as the arrow