141,096 Commits over 4,505 Days - 1.30cph!

Yesterday
fixed ladder.worldmodel from having two conflicting lod groups causing console errors
Yesterday
Merge from main
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
update from main
Yesterday
Update: explicitly capture callstack when DebugMTLock is tripped - frame count can be limited to via unsafe.DebugMTLockMaxFrames (def 5) Tests: ran unit tests
Yesterday
Update Facepunch.Steamworks files (b56e56a) Initialize ISteamInput with the interface lifecycle - previously SteamInput.Controllers always enumerated empty because Init was never called. Release build from GitHub Actions.
Yesterday
fixed both corn and salvaged hammer having double lod renderers on their world model
Yesterday
update to propane tank .worldmodel fix for random disappearing act in the lods
Yesterday
Added -5 radiation
Yesterday
Regenerate all the HLODs in the game Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
Yesterday
Glass AR - removed unused materials, turned duplicate prefabs into prefab variants, added simpler worldmodel,
Yesterday
New: DebugMTLock - a named lock guard that print an error on concurrent access - controlled by Unsafe.EnableDebugMTLock, disabled by default - codegen, unit tests Need it to help chase down unobvious thread races, like InvokeHandler Tests: ran unit tests
Yesterday
merge from main
Yesterday
Added third variant of randomised (large) room for train tunnels - abandoned waiting room
Yesterday
More UI changes Backdrop setup FIxed players eyes being black in the preview Eyes now follow you around as you orbit around the player
Yesterday
merge from main
Yesterday
merge from main
Yesterday
updated large fireworks pack description to add white firework. Updated all fireworks icons to use lewis's new icons. Updated small and large fireworks pack steam store icons
Yesterday
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check Removed a runtime allocation when a HLOD mesh enters/exits range Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
Yesterday
Better handling of clan score
Yesterday
Optim: Jobs 4 - reduce server.ParallelNetworkQueueBatchSize to 16 by default 256 was waaay to high for the per-frame workload we get, it basically disabled parallelization Tests: none, trivial change
Yesterday
Bugfix: fix 6 TestMTSave failures No legit mt issues, just new entity types with missing unit test setup Tests: ran all TestMTSave tests, pass
Yesterday
Fix: - old scientists not moving at multiple locations - animal stuck in charge stack around jungle trees - ais getting stuck - move without polyref log spam - scientist crouchwalk weird angle on stairs - slower old ais
Yesterday
Merge from main
Yesterday
Commit libraries
Yesterday
Fix non-deterministic tests that only failed sometimes, remove extra long tests
Yesterday
Bugfix: make card table saving MT-friendly Done by removing the concept of item "busy" or "locking" - was never set but checked against Time.time Tests: none, trivial change
Yesterday
Merge from rendererlod_collapse_improvements
Yesterday
Fix NRE when using a planner that is placing a collapsed renderer
Yesterday
fixed empty procmap scene
Yesterday
converted all jobs to batch by rows instead of pulling XY coordinates out of the flat array's index, fixed some other minor issues 4500 map erosion time down from 47s to 39s
Yesterday
Bugfix: cache rocket ammo def to avoid get_gameObject calls in AttackHelicopterRockets Tests: spawned attack heli and geared it up - could see them in inventory
Yesterday
Remove the temporary reflection hack for steam input. Switch to alloc free controllers call. Testing with locally built new Steamworks DLL
Yesterday
Adjust conversation readout timings again
Yesterday
Initial setup of repairable helipad at bandit camp Buying air vehicles from the vendor is disabled until players contribute enough resources to repair the helipad. Works similar to constructing siege weapons Once repaired stays repaired for the wipe Placeholder art whilst helipad is under construction
Yesterday
Merge: from main
Yesterday
merge from ArrowRevamp :bow_and_arrow:
Yesterday
Reapply reduced network range on arrow.prefab Testlist
Yesterday
merge from main keep destination on some bow entities
Yesterday
merge from 2026_worldmodels
Yesterday
merge from medkit_sfx
Yesterday
merge from locked_water_bucket_fix
Yesterday
merge from store_image_descriptions_aug26
Yesterday
merge from flamethrowerpilot
Yesterday
merge from legacyfurnace_col_fix
Yesterday
merge from chainlink_fence_fix
Yesterday
merge from showusebind_settings_fix
Yesterday
Fix "Show use bind" and "Show belt bar binds" settings not doing anything because they were pointing to the wrong convar
Yesterday
Fix all chainlink fences in all monuments manually since they had material overrides applied to LOD1 in the scene S2P
Yesterday
Coverage Queries Renderer Feature