141,412 Commits over 4,383 Days - 1.34cph!

Today
work around issues causing fog to be incorrect/denser than it should
Today
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Today
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
Today
Bugfix: more null checks around lazy created subscribers - utilities in BaseNetworkable - BaseEntity.SignalBroadcast (in case npc shoots outside of players range) - TreeManager.OnTreeSpawned (in case they spawn on an empty server) Tests: none, trivial changes
Today
Merge from main
Today
Basic entry point calculation so it lands approx near target spot
Today
Stove WIP & related materials.
Today
Increase start height
Today
Ice metal vest new fbx and setup
Today
Fix
Today
Setup some placeholder art in the prefab, initial rotation.
Today
Sync installed ugprades for the player's current workbench to the client. Show icons of any installed upgrades in workbench vital UI notification panel (wip, works but looks shit - Workbench level 1 only for now) Add placeholder icons for all upgrades.
Today
Frankenstein visibility
Today
Frankenstein visibility
Today
Merge: from networkgrid_iterationspeed_changes - Bugfix: avoid NREs from accessing uninitialized subscribers for net groups Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
Today
Bugfix: avoid NREs by skipping not yet initialized subscribers for the network group Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
Today
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Today
Merge: from main
Today
Merge: from serverprofiler_filters_april2026 - Update: remove a couple assemblies and utils from being recorded in snapshots to reduce overhead Tests: exported snapshot in Jobs 3 mode and inspected
Today
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
Today
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
Today
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Today
edited crossbow bowless viewmodel  anims
Today
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Today
Initial prototyping
Today
merge fix for increased 2.5gb memory usage on servers
Today
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
Today
merge from waterwheel_deployable
Today
remove debug
Today
merge from main
Today
merge from waterwheel_deployable
Today
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
Today
Scarecrow head and suit FBX and prefabs
Today
client compile fix
Today
added 3p swimming animations to player anim controller
Today
merge from main
Today
One more NRE fix for group removes
Today
Fix UsePlayerUpdateJobs 3 NREs
Today
fixing some textures left over and some incorrect import options for ao maps
Today
updated existing workbench to now use the empty mesh state. updated lods and gibs
Today
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
Today
Apartment Item Reshuffle
Today
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
Today
merge from main
Today
Fix animals looking straight ahead when sprinting (should only be for scientists)
Today
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
Today
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.)
Today
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