159,143 Commits over 4,566 Days - 1.45cph!

Yesterday
Updating tattoo rig with updated mesh
Yesterday
Merge from main, and fix MapInterface marker conflict
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from fp_sw_glyph_fixes
Yesterday
Update Facepunch.Steamworks: fix Steam Input glyph origin buffer overflow, add GetPngAnalogActionGlyph, cache action set handles
Yesterday
Forward jump down animations for cow and sheep
Yesterday
Updating flail viewmodel rig
Yesterday
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
Rin
Yesterday
Handmade SMG damage Increased 20 > 21
Yesterday
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Yesterday
Merge from car_spawning_prefill
Yesterday
Round up the amount of filled slots, so a 5 slot engine gets 3 prefilled instead of 2
Yesterday
Manifest update
Yesterday
Merge from main
Yesterday
Merge from prototype_draggable_markers Can now drag map markers on the map screen with MMB
Yesterday
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Yesterday
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Yesterday
Merge from terrain_watermap_test
Yesterday
Remove watermap texture2D creation on procedural map, saves ~89.5MB on 4k map
Yesterday
Merge from livestock_digestion_boost
Yesterday
Cleanup
Yesterday
Merge fixes Apply the dung boost the whole time an animal is eating an item from the trough, not just when the item is consumed (caused gaps in boost coverage) Animals eat a booster item from the trough over any other item
Yesterday
Merge from main (sketchy merge, need to revert any behaviour changes)
Yesterday
Fixed EffectParentToWeaponBone 128B alloc per effect spawn
Yesterday
When in first person, don't spawn effects with HideIfOwnerFirstPerson instead of spawning and hiding them right away Also fixed the 128B alloc in HideIfOwnerFirstPerson.OnEnable Saves 0.1ms when firing the AK
Yesterday
Merge from hardcore_changes_nov_26
Yesterday
Reduced the amount of pooled pilot codelock 200 -> 25 Keylock 1 -> 50
Yesterday
Reduced the amount of pooled blowpipe dart projectiles 100 -> 4
Yesterday
Reduced the amount of pooled ballista projectiles 100 -> 3
Yesterday
Modified hardcore upkeep values Brackets are measured by block count, so these values are for upkeep up to 15/50/125/infinite Vanilla: 0.1/0.15/0.2/0.33 Old Hardcore: 0.2/0.3/0.4/0.66 New hardcore: 0.1/0.15/0.25/0.4 New values should increase upkeep for bases with > 65 blocks but still at a lower level compared to old hardcore
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Reviewed the amount of bullet impacts and decals we prewarm - Rock, gravel, stones, metal ore and tundra impacts were only warmed with 1 copy, now 25 like the others. - Glass impact 25 -> 32, it stays alive for 4s+ - Bullet decals 25 -> 30, forest was set to 1, cactus lowered to 5
Yesterday
Merge from warm_prefabs_measure
Yesterday
Merge from tree_hit_forgiveness
Yesterday
Prewarm 10 copies of each sound templates, they were all set to 1 small-sound gets 50 Trying to get to a point where I can empty an AK magazine without instantiating any prefab
Yesterday
Added a level of hit forgiveness if the player is attacking a thin tree and misses Only affects trees with a trunk radius of < 0.15m (hit_forgiveness_max_trunk) If the player misses, we do an additional sweep of 0.12m to try and hit the tree
Yesterday
Update manifest, last merge broke play mode
Yesterday
Fixed all the references to the default unity Quad in particles not actually using it Any of these particle being set active in builds could spike up to 7ms, caused by ParticleSystemRenderer::UpdateCachedMesh walking the Quad whole user list to check whether its already registered It was referenced by thousands of renderers in monument prefabs, this is why the AK muzzle was slow to spawn in 167737
Yesterday
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Yesterday
Merge from car_spawning_prefill Modular cars spawned in the wild now have half of their engine slots filled with low quality parts These parts are locked and cannot be removed until the car is loaded onto a modular car lift - making it easier to get a car up and running
Yesterday
Merge from halloween_2026_update
Yesterday
Exiting the halloween/xmas portals now shows exit as an interaction prompt
Yesterday
Cherry pick 167632 - prevent seasonal dungeons spawning in building priv Also applied a 1s cache to prevent it hammering physics too much
Yesterday
Merge from main
Yesterday
WIP fixes
Yesterday
merge from hotreload_playmode_brick_fix
Yesterday
Possible fix for hot reload sometimes causing issues when entering playmode and causing server startup to fail, because it held on to the port from a previous playmode session
Yesterday
Fixed halloween NPCs spawning inside safezones