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157,855 Commits over 4,566 Days - 1.44cph!

3 Days Ago
Fix flare viewmodel attach anim
3 Days Ago
Fixed door controller lights not being culled Was ~0.2ms on light culling and binning for 81 of them
3 Days Ago
Merge from main
3 Days Ago
Compile fix
3 Days Ago
update from main
3 Days Ago
Idle SAM sites stop rewriting their aim every frame Was 0.04ms per frame with 4 sam sites in network range
3 Days Ago
Fixed IO entities with pipes rebuilding their pipe colliders on every network update IO entities sending full network update is quite rare as they rely on flags but still worth fixing
3 Days Ago
Workshop metal/smoothness tweaks and fixes (changed glossiness to smoothness and added warning when metal/smoothness is used)
3 Days Ago
viewmodell anim tests + placeholder sounds
3 Days Ago
Fixed industrial pipes drawing invisible line renderers inside the pipe meshes, component wasnt disabled For a base with 223 pipes: Was 0.05ms on the main thread and 0.5ms on workers every frame
3 Days Ago
merge from fruit_trees
3 Days Ago
Reduced coconut.tree network range to 128. Stop coconuts spawning on palm_tree_tropical_med_a until i find a way of stopping the tree sway. Increased chance of apples/beehive spawning on oak_d to 25% from 15%. Adjusted coconut tree spawn chance to 25% (left it at 100% by mistake).
3 Days Ago
Another visual cooking pooling fix
3 Days Ago
Now poolable: - Cooking workbench - Metal embrasures - Flower pots Fixed some visual cooking pooling bugs
3 Days Ago
Auto-repair on startup if deep sea is disabled
3 Days Ago
Customiser animation updates with eye movement test
3 Days Ago
Merge from main
3 Days Ago
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)
3 Days Ago
Removed the max light cookie cap warning that would appear when loading into a server
3 Days Ago
Windmills now use two syncvars to send wind updates instead of full network updates They're poolable too
3 Days Ago
Swap over to fully using the parented mountable system rather than only using it for a few specific types of vehicles This should reduce network overhead when driving any vehicle/sitting in a seat
3 Days Ago
merge from weapon_refresh_nailgun
3 Days Ago
Checked if Updated Nailgun works and can be skinned properly. Updated Nailgun Workshop Source Obj
3 Days Ago
Merge from mixingcooking_ui
3 Days Ago
Merge from main
3 Days Ago
pt_boat_turret_rewrite -> main
3 Days Ago
Icon change
3 Days Ago
Add separate currently craftable list. Added all button. Changed behaviours.
3 Days Ago
Remove re-declarations of state recently hurt
3 Days Ago
Disabled shadows on lights via AmbientLightLOD as a fail-safe for lights that should have shadows disabled but had them left on
3 Days Ago
Beehives are poolable
3 Days Ago
Merge from main
3 Days Ago
Planters are poolable
3 Days Ago
Disabled shadows on the tuna can light's bounce lights
3 Days Ago
fix for the 3p crossbow mesh shading being broken.
3 Days Ago
More merge cleanup
3 Days Ago
Storage adaptors are now poolable (were the biggest spawn cost when streaming in a base with a lot of them)
3 Days Ago
Updating nailgun viewmodel with newest mesh
3 Days Ago
merge from lighting pass
3 Days Ago
Merge from main
3 Days Ago
Change category button behaviour: By default all items are shown in a single list. The category buttons are now a toggle group and switch to that category only. Added an All button.
3 Days Ago
Multiple lighthouses share resource/repair progress
3 Days Ago
rotated lever action rifle to face the proper direction
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
merge from parent
3 Days Ago
reduced scale of the flail by 15%
3 Days Ago
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3 Days Ago
Merge from minigun_vfx_fix