139,524 Commits over 4,352 Days - 1.34cph!
Basic entry point calculation so it lands approx near target spot
Stove WIP & related materials.
Ice metal vest new fbx and setup
Setup some placeholder art in the prefab, initial rotation.
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.
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
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
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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
* Fix wolf and tiger not jumping on foundations
* Port sample position fix for ghostships to new navmesh agent
* Re-add failed path vddraw
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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edited crossbow bowless viewmodel anims
merge fix for increased 2.5gb memory usage on servers
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
merge from waterwheel_deployable
merge from waterwheel_deployable
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
Scarecrow head and suit FBX and prefabs
added 3p swimming animations to player anim controller
One more NRE fix for group removes
Fix UsePlayerUpdateJobs 3 NREs
fixing some textures left over and some incorrect import options for ao maps
updated existing workbench to now use the empty mesh state.
updated lods and gibs
prefabs/Weapons/ ok
prefabs/Weapon mods/ ok
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
Fix animals looking straight ahead when sprinting (should only be for scientists)
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
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.)
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manifest rebuild for kiosk signs
Merge: from connections_pool_leak_fix
- Bugfix for leaking List<Connections>
Tests: ran around on craggy and checked print_memory showed low max value
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
Fix tiger prowling and croc intimidation