542 Commits over 396 Days - 0.06cph!
S2P all floating cities, to fix a missing material
Fix debug.sethealth only working with integers, improve feedback
merge from harbor_build_block_preview_fix
merge from planter_reskin_water_fix
Fix planter boxes not receiving water after being reskinned via spray can
merge from server_browser_refresh_fix
Fix refreshing the community tab in the server browser duplicating listings in the modded tab
Restore water wheel reference to its sounds to fix NRE spam
Subtract
147919 merge from terrain_lower_fixes
Deployable test for containers missing inventory open & close sounds
Flags the new tin can alarm
Fix a test fixture convar
Commit the .meta files that keep popping up
Fix blurry radtown sign once again, regressed during naval texture optimizations
merge from new_texture_suffixes_naming_convention
Fix the red build block visual preview not showing the smaller zones at the harbors as well as only showing one of the two zones at abandoned cabins
Fixed by manually adding the preview prefab to those volumes, S2P both harbors and swamp_c
Forgot to include it in the usage help string -.-
Reapply
144020 (crypt building skin upgrade_radius) after stomp
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merge from fillmounts_horse_fix
Add test for meshes used by particle systems having RW enabled
Improve the mesh collider test
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merge from networkgrid_iterationspeed_changes
Another null check in OnNetworkSubscribersLeave
Improve fillmounts command - works correctly with horses, prints better feedback
merge from automated_testing
Fix repair item target for the base industrial wall light (only did the variants before)
merge from combat_knife_weapon_racks_rotation_fix
merge from waterwheel_deployable
merge from door_knocker_guide_mesh_fix
merge from easter2026_dlc
merge from safezone_lootbag_fix
Fix dropped loot bags from destroyed containers not being lootable when in safe zone
Applied the recent fix for showing a toast when trying to loot corpses in safe zones to player remains too
Slightly adjusted the toast phrase
Committed ridablehorse because it keeps showing up 🐎
merge from automated_testing
merge from techtree_multi_unlock
Hardcode the multi unlock delay to 0.1s, was agreed to be a good speed, no need to have it convared
merge from automated_testing
Make ProtectionProperties.IsImmortal available serverside
Buoyancy ResetStaticFields to fix error spam with skip domain reload
Stop water wheel failing placeEffect test, it has bespoke logic for it
Exclude io prefabs with no inputs from the main power slot test
Swap out hacky checks for if an entity is immortal for the better method we now have