141,108 Commits over 4,383 Days - 1.34cph!

2 Days Ago
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Merge: from main
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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
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* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
2 Days Ago
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
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edited crossbow bowless viewmodel  anims
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Initial prototyping
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merge fix for increased 2.5gb memory usage on servers
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Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
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merge from waterwheel_deployable
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remove debug
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merge from main
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merge from waterwheel_deployable
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Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
2 Days Ago
Scarecrow head and suit FBX and prefabs
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client compile fix
2 Days Ago
added 3p swimming animations to player anim controller
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merge from main
2 Days Ago
One more NRE fix for group removes
2 Days Ago
Fix UsePlayerUpdateJobs 3 NREs
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fixing some textures left over and some incorrect import options for ao maps
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updated existing workbench to now use the empty mesh state. updated lods and gibs
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prefabs/Weapons/ ok prefabs/Weapon mods/ ok
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Apartment Item Reshuffle
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Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
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merge from main
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Fix animals looking straight ahead when sprinting (should only be for scientists)
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Fix animals path deviation not being reset on path change, causing wolf to charge sideways
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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.)
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manifest rebuild for kiosk signs
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Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
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Bugfix: return List<Connection> to pool in SendNetworkUpdate_Position Submit on behalf of cipeaX, it's his find Tests: ran around on craggy, checked pool.print_memory - max stayed low
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Fix tiger prowling and croc intimidation
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Centralize all flags in npc networking component
2 Days Ago
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
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Merge from terrain_renderer
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prefabs/Wallpaper/ ok
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Tutorial animation updates
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Merge from main
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prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
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Clamp renderdistance with a minimum to fix some edge case issues
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* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
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edited holster/baclpack positions on salvaged axe entity
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Industrial Electric Furnace - item created - prefab created - icon created - greybox model - material created - ran localization - ran manifest
2 Days Ago
Improve fillmounts command - works correctly with horses, prints better feedback