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140,239 Commits over 4,536 Days - 1.29cph!

13 Days Ago
Optim: Jobs 4 - reduce server.ParallelNetworkQueueBatchSize to 16 by default 256 was waaay to high for the per-frame workload we get, it basically disabled parallelization Tests: none, trivial change
13 Days Ago
Bugfix: fix 6 TestMTSave failures No legit mt issues, just new entity types with missing unit test setup Tests: ran all TestMTSave tests, pass
13 Days Ago
Fix: - old scientists not moving at multiple locations - animal stuck in charge stack around jungle trees - ais getting stuck - move without polyref log spam - scientist crouchwalk weird angle on stairs - slower old ais
13 Days Ago
Merge from main
13 Days Ago
Commit libraries
13 Days Ago
Fix non-deterministic tests that only failed sometimes, remove extra long tests
13 Days Ago
Bugfix: make card table saving MT-friendly Done by removing the concept of item "busy" or "locking" - was never set but checked against Time.time Tests: none, trivial change
13 Days Ago
Merge from rendererlod_collapse_improvements
13 Days Ago
Fix NRE when using a planner that is placing a collapsed renderer
13 Days Ago
fixed empty procmap scene
13 Days Ago
converted all jobs to batch by rows instead of pulling XY coordinates out of the flat array's index, fixed some other minor issues 4500 map erosion time down from 47s to 39s
13 Days Ago
Bugfix: cache rocket ammo def to avoid get_gameObject calls in AttackHelicopterRockets Tests: spawned attack heli and geared it up - could see them in inventory
13 Days Ago
Remove the temporary reflection hack for steam input. Switch to alloc free controllers call. Testing with locally built new Steamworks DLL
13 Days Ago
Adjust conversation readout timings again
13 Days Ago
Initial setup of repairable helipad at bandit camp Buying air vehicles from the vendor is disabled until players contribute enough resources to repair the helipad. Works similar to constructing siege weapons Once repaired stays repaired for the wipe Placeholder art whilst helipad is under construction
13 Days Ago
Merge: from main
13 Days Ago
merge from ArrowRevamp :bow_and_arrow:
13 Days Ago
Reapply reduced network range on arrow.prefab Testlist
13 Days Ago
merge from main keep destination on some bow entities
13 Days Ago
merge from 2026_worldmodels
13 Days Ago
merge from medkit_sfx
13 Days Ago
merge from locked_water_bucket_fix
13 Days Ago
merge from store_image_descriptions_aug26
13 Days Ago
merge from flamethrowerpilot
13 Days Ago
merge from legacyfurnace_col_fix
13 Days Ago
merge from chainlink_fence_fix
13 Days Ago
merge from showusebind_settings_fix
13 Days Ago
Fix "Show use bind" and "Show belt bar binds" settings not doing anything because they were pointing to the wrong convar
13 Days Ago
Fix all chainlink fences in all monuments manually since they had material overrides applied to LOD1 in the scene S2P
13 Days Ago
Coverage Queries Renderer Feature
13 Days Ago
Updated sheep model and prefab to improve lods further. added an opaque sheep fur mat for lods.
13 Days Ago
Adjusting attachment positions for glass ak color variations
13 Days Ago
Merge from main
13 Days Ago
Updating attatchments positions for glass ak
13 Days Ago
merge from main
13 Days Ago
merge from woodarmor_skinnable
13 Days Ago
Merge from main
13 Days Ago
Merge from main
13 Days Ago
merge from main
13 Days Ago
Reduce amount of network groups for rooms
13 Days Ago
legacy furnace COL 350 triangles -> 240 well within the convex mesh collider threshold (255)
13 Days Ago
Fix mac compile error
13 Days Ago
Fix compile errors
13 Days Ago
Send network updates of room behind the door before the door's network update is sent
13 Days Ago
Merge from main
13 Days Ago
DLSS support for RRP
13 Days Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
13 Days Ago
Faster navmesh save and load, smaller save file sizes
13 Days Ago
Merge from rendererlod_collapse_improvements
13 Days Ago
Adjust the position threshold for collapsing a RendererLOD A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f Catches a lot more renderers with no visual difference Fixed collapsed LODS switching to culling later than they should Fixed collapsed LODS not registering to environment culling