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125,754 Commits over 4,109 Days - 1.28cph!

Yesterday
Bugfix: BaseRaidBench - make sure weapon flags are synced with held state Tests: ran the scene
Yesterday
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
Yesterday
Update: BaseRaidBench - give players projectile weapons on spawn For what-ever reason, doesn't appear in hands(instead on back), despite being reported as "held". Still investigating Tests: ran the bench scene
Yesterday
Fix Typo in ServerAdminPlayerInfo
Yesterday
Yesterday
Finishing up blend layers on floating walkways
Yesterday
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Yesterday
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
Yesterday
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Yesterday
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
Yesterday
merge from new_menu
Yesterday
Exclude soft mask assembly from obfuscation
Yesterday
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
Yesterday
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Yesterday
merge from store-june-2025
Yesterday
merge from legacy_wall_gate_sitem
Yesterday
merge from player_report_endpoint_changes
Yesterday
merge from compound_spawn_tweaks
Yesterday
ghost ship trawler exterior textures resize on many onboard props ship name decal prep
Yesterday
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
Yesterday
Water barrel cant snap to other water barrels, bounds are too hard to work with
Yesterday
snap_deployable_improvements -> main
Yesterday
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Yesterday
snap_deployable_improvements -> main
Yesterday
Fixed storage barrel b corner snapping
Yesterday
Cleanup
Yesterday
Fix typo on legacy wood - updated strings
Yesterday
Merge from main
Yesterday
Fixed snapping not working right on brutalist foundations
Yesterday
Continuing working on blends for floating walkways
Yesterday
merge from new_menu
Yesterday
Added a missing Preserve attribute in SoftMask, constructor fails in obfuscated clients
Yesterday
Removed SetPhrase in Bootstrap, localization isnt loaded at this point
Yesterday
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
Yesterday
Update: BaseRaidBenchmark - adjust the camera positioning to get the full circle in view Tests: ran the scene
Yesterday
set repairable definition correctly so items can be spraypaint skinned
Yesterday
Deployable snapping setting Fixed some padding issues
Yesterday
Added new UI sound slider to the new settings menu
Yesterday
Added new map markers binds in the settings
Yesterday
Added a button to reset keybinds individually
Yesterday
Update: BaseRaidBenchmark - players are visible and dressed Tests: ran the scene
Yesterday
Rebuild manifest
Yesterday
Merge from main
Yesterday
Setup for third person testing
Yesterday
legacy wood wall and gate sitems, skinnable and pack sitem, rebuilt skins and manifest
Yesterday
New: BaseRaidBenchmark - stress test client via a raid scenario - Doesn't do much, just ground framework Tests: ran the scene - saw players spawn (but not their visuals)
Yesterday
Update: World Setup Benchmark -> BiomeBenchmark World Setup rename - replaced default params on BiomeBEnchmark with placeholder to indicate they don't do anything Tests: none, trivial changes
Yesterday
Connect Modal styling
Yesterday
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Yesterday
Fix minigun world model briefly spinning when being equipped in third person