141,126 Commits over 4,383 Days - 1.34cph!

2 Days Ago
merge from render_pipeline_testing
2 Days Ago
work around issues causing fog to be incorrect/denser than it should
2 Days Ago
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2 Days Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
2 Days Ago
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
2 Days Ago
Merge from main
2 Days Ago
Basic entry point calculation so it lands approx near target spot
2 Days Ago
Stove WIP & related materials.
2 Days Ago
Increase start height
2 Days Ago
Ice metal vest new fbx and setup
2 Days Ago
Fix
2 Days Ago
Setup some placeholder art in the prefab, initial rotation.
2 Days Ago
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.
2 Days Ago
Frankenstein visibility
2 Days Ago
Frankenstein visibility
2 Days Ago
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
2 Days Ago
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
2 Days Ago
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2 Days Ago
Merge: from main
2 Days Ago
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
2 Days Ago
* 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
2 Days Ago
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2 Days Ago
edited crossbow bowless viewmodel  anims
2 Days Ago
Initial prototyping
2 Days Ago
merge fix for increased 2.5gb memory usage on servers
2 Days Ago
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
2 Days Ago
merge from waterwheel_deployable
2 Days Ago
remove debug
2 Days Ago
merge from main
2 Days Ago
merge from waterwheel_deployable
2 Days Ago
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
2 Days Ago
client compile fix
2 Days Ago
added 3p swimming animations to player anim controller
2 Days Ago
merge from main
2 Days Ago
One more NRE fix for group removes
2 Days Ago
Fix UsePlayerUpdateJobs 3 NREs
2 Days Ago
2 Days Ago
fixing some textures left over and some incorrect import options for ao maps
2 Days Ago
updated existing workbench to now use the empty mesh state. updated lods and gibs
2 Days Ago
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
2 Days Ago
Apartment Item Reshuffle
2 Days Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
2 Days Ago
merge from main
2 Days Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
2 Days Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
2 Days Ago
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.)
2 Days Ago
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