141,491 Commits over 4,383 Days - 1.35cph!

Yesterday
Update: april batch of ServerProfile filters - Release binaries built from 8643e0d9 Excludes: websocket-sharp and UniTask assemblies, Facepunch.System's Deque and TimeSpanExt classes Tests: inspected snapshot from editor in jobs 3 mode
Yesterday
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Yesterday
edited crossbow bowless viewmodel  anims
Yesterday
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Yesterday
Initial prototyping
Yesterday
merge fix for increased 2.5gb memory usage on servers
Yesterday
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
Yesterday
merge from waterwheel_deployable
Yesterday
remove debug
Yesterday
merge from main
Yesterday
merge from waterwheel_deployable
Yesterday
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
Yesterday
Scarecrow head and suit FBX and prefabs
Yesterday
client compile fix
Yesterday
added 3p swimming animations to player anim controller
Yesterday
merge from main
Yesterday
One more NRE fix for group removes
Yesterday
Fix UsePlayerUpdateJobs 3 NREs
Yesterday
Yesterday
fixing some textures left over and some incorrect import options for ao maps
Yesterday
updated existing workbench to now use the empty mesh state. updated lods and gibs
Yesterday
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
Yesterday
Apartment Item Reshuffle
Yesterday
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
Yesterday
merge from main
Yesterday
Fix animals looking straight ahead when sprinting (should only be for scientists)
Yesterday
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
Yesterday
Fix new network visibility grid being slow at initialization by deferring creating group lists until they're actually needed. 4s->1s (+reduce the current load of 10s garbage collection on every playmode entry.)
Yesterday
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Yesterday
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Yesterday
manifest rebuild for kiosk signs
Yesterday
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
Yesterday
Bugfix: return List<Connection> to pool in SendNetworkUpdate_Position Submit on behalf of cipeaX, it's his find Tests: ran around on craggy, checked pool.print_memory - max stayed low
Yesterday
Fix tiger prowling and croc intimidation
Yesterday
Centralize all flags in npc networking component
Yesterday
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
Yesterday
Merge from terrain_renderer
Yesterday
prefabs/Wallpaper/ ok
Yesterday
Tutorial animation updates
Yesterday
Merge from main
Yesterday
prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
Yesterday
Clamp renderdistance with a minimum to fix some edge case issues
Yesterday
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
Yesterday
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Yesterday
edited holster/baclpack positions on salvaged axe entity
Yesterday
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Yesterday
Industrial Electric Furnace - item created - prefab created - icon created - greybox model - material created - ran localization - ran manifest
Yesterday
Improve fillmounts command - works correctly with horses, prints better feedback
Yesterday
tier 1 workbench empty version
Yesterday
Merge from 3p_spectator_improvements