141,352 Commits over 4,352 Days - 1.35cph!

Just Now
Fix
Just Now
Setup some placeholder art in the prefab, initial rotation.
10 Minutes 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.
19 Minutes Ago
Frankenstein visibility
24 Minutes Ago
Frankenstein visibility
54 Minutes 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
55 Minutes 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
58 Minutes Ago
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58 Minutes Ago
Merge: from main
59 Minutes 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
1 Hour Ago
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
1 Hour 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
1 Hour Ago
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1 Hour Ago
edited crossbow bowless viewmodel  anims
1 Hour Ago
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1 Hour Ago
Initial prototyping
1 Hour Ago
merge fix for increased 2.5gb memory usage on servers
1 Hour Ago
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
2 Hours Ago
merge from waterwheel_deployable
2 Hours Ago
remove debug
2 Hours Ago
merge from main
2 Hours Ago
merge from waterwheel_deployable
2 Hours Ago
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
2 Hours Ago
Scarecrow head and suit FBX and prefabs
2 Hours Ago
client compile fix
3 Hours Ago
added 3p swimming animations to player anim controller
3 Hours Ago
merge from main
3 Hours Ago
One more NRE fix for group removes
3 Hours Ago
Fix UsePlayerUpdateJobs 3 NREs
3 Hours Ago
3 Hours Ago
fixing some textures left over and some incorrect import options for ao maps
3 Hours Ago
updated existing workbench to now use the empty mesh state. updated lods and gibs
4 Hours Ago
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
4 Hours Ago
Apartment Item Reshuffle
4 Hours Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
5 Hours Ago
merge from main
5 Hours Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
5 Hours Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
5 Hours 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.)
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
manifest rebuild for kiosk signs
5 Hours Ago
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
5 Hours Ago
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
5 Hours Ago
Fix tiger prowling and croc intimidation
6 Hours Ago
Centralize all flags in npc networking component
6 Hours Ago
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
6 Hours Ago
Merge from terrain_renderer
6 Hours Ago
prefabs/Wallpaper/ ok
6 Hours Ago
Tutorial animation updates