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137,689 Commits over 4,474 Days - 1.28cph!

43 Days Ago
Fixed rentable shop signs not loading on non owner clients
43 Days Ago
delete old file
43 Days Ago
get binocular effect working in RRP
43 Days Ago
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?) Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth) Added all of the missing pooling components, found 95
43 Days Ago
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map Much safer fix for held entities potentially reappearing during gestures when they should be hidden
43 Days Ago
Attempted fix/refactor of how we hide held entities whilst performing gestures Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before) Seems to work okay, seemingly only a few small issues to iron out
43 Days Ago
Better fix
43 Days Ago
Fixed break in menu item throwing server side entityref lookup error
43 Days Ago
compile fix 2
43 Days Ago
New Wearable pooling test, ensures every wearable has a poolable component
43 Days Ago
Fix military silencer not spawning in loot
43 Days Ago
1st floor and mid floor corridors LOD/COL/prefabs
43 Days Ago
url test
43 Days Ago
Fix phrases getting lost in a previous merge
43 Days Ago
Update PhraseContexts.json
43 Days Ago
fix contact shadows server compile
43 Days Ago
🥷❌
43 Days Ago
merge from render_pipeline_testing
43 Days Ago
Fix entrance of monument sometimes being blocked by invisible server colliders - was caused by the server double doors having their Animator stripped due to RealmedRemove not being attached to the same GameObject as the animator component
43 Days Ago
merge from fix_workshop_autoscreenshots
43 Days Ago
update workshop automatic screenshots to accomodate for steam upload limit 5mb -> 1mb
43 Days Ago
Fix disbanding clans showing up on the leaderboard
43 Days Ago
merge from prototype -> apartment_complex_monument
43 Days Ago
Updating phrases
43 Days Ago
Adjust the position of the front vendor forwards so they are easier to interact with
43 Days Ago
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
43 Days Ago
43 Days Ago
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
43 Days Ago
Stop WaterSystem from making the scene view continuously render for no reason You can enable Always Refresh in the scene view if you want it back
43 Days Ago
merge from main
43 Days Ago
merge from main -> apartment_complex_monument/prototype
43 Days Ago
Merge from clan_tab_refresh_button
43 Days Ago
update apartment_complex_monument/prototype
43 Days Ago
merge from prototype -> apartment_complex_monument
43 Days Ago
temp
43 Days Ago
Clan score and log tabs now show last refresh time with a button to refresh the data if it has been more than 30s
43 Days Ago
When opening the spraycan reskin menu, the currently applied skin object you are looking at is now greyed out, instead of always being accessible and confusing - works with wallpaper too https://files.facepunch.com/cipeaX/2026/June/17_19-28-ScratchyBass.mp4
43 Days Ago
snapping_fixes -> main
43 Days Ago
Ability to enable/disable seat by socket height dynamically on each entity
43 Days Ago
Clean: rip out TerrainHeightMap.GetHeightsFastIndirect GetHeightsIndirect is similarly fast(~10%) and consistent at borders with GetHeight Tests: ran water level tests (but they're falsely passing)
43 Days Ago
Add unitask branch to run server occlusion pair gathering in parallel with useplayerupdatejobs >= 4, add tests - initial perf tests suggest ~40-50% faster execution in a 400-player scenario - consistency tests pass
43 Days Ago
add some additional RRP client-only guards
43 Days Ago
Clean: remove TerrainHeightMap.GetHeightFast, replace with GetHeight - added GetHeight(Vec2) overloads to avoid accidental GetHeight(Vec3) call via implicit conversion GetHeightFast is ~55% faster in managed land, but it's not used in very hot loops, so doubt we'll notice the difference. If we really care, we can replace it with available burst jobs. Tests: ran unit tests
43 Days Ago
Compile fixes, metas, codegen
43 Days Ago
Root motion data stuff
43 Days Ago
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests Tests: ran all unit tests
43 Days Ago
Fix crash in DrawProcedural() due to wrong shaderPassId
43 Days Ago
added sprint sub system script to blunderbus,lmg,l96,m39,waterpipe shotgun,hm smg, sks entities and exported/linked unique 3p sprint idle pose for each weapon
43 Days Ago
merge from main
43 Days Ago
Update: TerrainHeightMap - redirect all height and normal calcs to go via HeightMapData impl - Renamed HeightMapData.GetHeight -> GetHeight01 Tests: all unit tests pass, perf tests results seem same