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139,828 Commits over 4,505 Days - 1.29cph!

2 Months Ago
1st floor and mid floor corridors LOD/COL/prefabs
2 Months Ago
url test
2 Months Ago
Fix phrases getting lost in a previous merge
2 Months Ago
Update PhraseContexts.json
2 Months Ago
fix contact shadows server compile
2 Months Ago
🥷❌
2 Months Ago
merge from render_pipeline_testing
2 Months 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
2 Months Ago
merge from fix_workshop_autoscreenshots
2 Months Ago
update workshop automatic screenshots to accomodate for steam upload limit 5mb -> 1mb
2 Months Ago
Fix disbanding clans showing up on the leaderboard
2 Months Ago
merge from prototype -> apartment_complex_monument
2 Months Ago
Updating phrases
2 Months Ago
Adjust the position of the front vendor forwards so they are easier to interact with
2 Months Ago
Move vendor & apartment building entity from the scene -> apartment_complex_core.prefab to prevent merge conflicts
2 Months Ago
2 Months Ago
refactor airfield terminals to use a "charge up" type of powering made general ChargeUpIOEntity to inherit from for this style of behaviour
2 Months 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
2 Months Ago
merge from main
2 Months Ago
merge from main -> apartment_complex_monument/prototype
2 Months Ago
Merge from clan_tab_refresh_button
2 Months Ago
update apartment_complex_monument/prototype
2 Months Ago
merge from prototype -> apartment_complex_monument
2 Months Ago
temp
2 Months 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
2 Months 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
2 Months Ago
snapping_fixes -> main
2 Months Ago
Ability to enable/disable seat by socket height dynamically on each entity
2 Months 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)
2 Months 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
2 Months Ago
add some additional RRP client-only guards
2 Months 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
2 Months Ago
Compile fixes, metas, codegen
2 Months Ago
Root motion data stuff
2 Months Ago
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests Tests: ran all unit tests
2 Months Ago
Fix crash in DrawProcedural() due to wrong shaderPassId
2 Months 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
2 Months Ago
merge from main
2 Months 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
2 Months Ago
Glowing Wallpapers - foxfire wallpaper initial setup
2 Months Ago
Update: fill in some missing overloads in TerrainHeightMap - get rid of commented methods Tests: ran unit tests
2 Months Ago
adding roll container prop
2 Months Ago
Normal testv2
2 Months Ago
Removed Tests/Open Property Drawer Test Window Was introduced by the TMP update, never gonna use and its a stupid path
2 Months Ago
merge from horse_cactus_fix
2 Months Ago
Clean: replace GetHeightsFastIndirect with GetHeightsIndirect - also fix a bug with invalid indexing - TerrainMap<T> now exposes internal src buffer as a ReadOnly view Starting cleanup effort, rough path ahead Tests: ran unit tests
2 Months Ago
Fixed player dying instantly when touching a cactus while mounting a horse Could happen rarely when the rider sat on the edge of the cactus TriggerHurtEx trigger. When mounted, the mount sync force updates the player triggers every frame, so the overlap test flickered in and out of the trigger and fired OnTriggerEnter Can happen with any mountable in theory, just more common with horses TriggerHurtEx now debounces damage applied to the same entity multiple times in a single frame
2 Months Ago
Typo fix
2 Months Ago
Phrases
2 Months Ago
merge from PlayerMaintainedMonuments