141,508 Commits over 4,383 Days - 1.35cph!

9 Days Ago
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9 Days Ago
Merge: from main
9 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
9 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
9 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
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9 Days Ago
edited crossbow bowless viewmodel  anims
9 Days Ago
Initial prototyping
9 Days Ago
merge fix for increased 2.5gb memory usage on servers
9 Days Ago
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
9 Days Ago
merge from waterwheel_deployable
9 Days Ago
remove debug
9 Days Ago
merge from main
9 Days Ago
merge from waterwheel_deployable
9 Days Ago
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
9 Days Ago
Scarecrow head and suit FBX and prefabs
9 Days Ago
client compile fix
9 Days Ago
added 3p swimming animations to player anim controller
9 Days Ago
merge from main
9 Days Ago
One more NRE fix for group removes
9 Days Ago
Fix UsePlayerUpdateJobs 3 NREs
9 Days Ago
9 Days Ago
fixing some textures left over and some incorrect import options for ao maps
9 Days Ago
updated existing workbench to now use the empty mesh state. updated lods and gibs
9 Days Ago
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
9 Days Ago
Apartment Item Reshuffle
9 Days Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
9 Days Ago
merge from main
9 Days Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
9 Days Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
9 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.)
9 Days Ago
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9 Days Ago
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9 Days Ago
manifest rebuild for kiosk signs
9 Days 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
9 Days 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
9 Days Ago
Fix tiger prowling and croc intimidation
9 Days Ago
Centralize all flags in npc networking component
9 Days Ago
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
9 Days Ago
Merge from terrain_renderer
9 Days Ago
prefabs/Wallpaper/ ok
9 Days Ago
Tutorial animation updates
9 Days Ago
Merge from main
9 Days Ago
prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
9 Days Ago
Clamp renderdistance with a minimum to fix some edge case issues
9 Days Ago
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
10 Days Ago
edited holster/baclpack positions on salvaged axe entity
10 Days Ago
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10 Days Ago
Industrial Electric Furnace - item created - prefab created - icon created - greybox model - material created - ran localization - ran manifest
10 Days Ago
Improve fillmounts command - works correctly with horses, prints better feedback