13,444 Commits over 2,435 Days - 0.23cph!
Fixed first person light effect not working
Merge from cannon_hit_slowdown_revert
Merge from bb_triangle_floor_frame_fix
Merge from brutalist_skin_shadows_fix
Merge from camera_fog_fix
Merge from manifest_size_optimization
Merge from server_side_server_list_filters
Merge from easter_fixes_2026
Fixed incorrect item id on ladder hatch
Merge from armored_ladder_hatch
Merge from shield_idle_collider
Fix local shield collider being disabled permanently after attacking (wouldn't have actually affected any server side hit detection)
Merge from shield_idle_collider
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Merge from Armored_ladder_hatch
Descriptions, fix guide mesh offset on triangle
Triangle hatch prefab setup
Enable r/w on collision meshes
Apply primitive cylinder colliders to top and bottom hatches
Allow held items on water wheel mountable
Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
Switch to easter event UI
Fix exception on egg LOD component
Merge from wiretool_rpcflood_fix
Merge from shipping_container_skin_frames_fix
Merge from storage_box_dlc_corpse_references
Shields now switch to a smaller collider when RMB isn't being held
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Merge from auto_particle_cinematics
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy
Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Update prefab with latest model, still has issues
Merge from hackweek_server_mesh_cull
Removes Mesh data from server builds that is only used for client rendering
Saves around 620mb of memory at runtime
Removes 2.7GB on disk from server builds
Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
Remove BuildMapServer test method
Regenerate player.skeleton asset, was causing an exception in manifest builds
Hopefully explains missing guids in builds
Merge from midijack_win11_update
Merge from deep_sea_planter_fix
Merge from lantern_deployable_on_rock
Merge from mature_stage_duration
Make charms field private on viewmodel
Increased the mature stage of growable plants to 24 hours (was 14)
Affects black, blue, green, red, white, yellow berries
Corn, Hemp, potato, pumpkin, wheat
Growable flowers were already over 24 hours so they're unaffected
Add a new ForceServerIncludeMesh asset label that we can use to quickly opt in meshes to server build
Applied to modular car lift
Adjust grid on full screen dialog
Load fix
Fix escape not closing attachment screen
Basic flow for swapping out attachments at any time via inventory screen
Unsaved 3p rotator changes
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Set PlayerBoat.CannonHitSlowdownMultiplier to 0 and remove it as a convar (no cannon hit slowdown)