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137,314 Commits over 4,474 Days - 1.28cph!

Today
fixed gas station interior LOD1 borked material assignment underground
Today
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
Today
Another heavy fuse loot table pass
Today
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
Today
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
Today
Lamb setup Fixed prevent building volumes too large on all livestock
Today
Sheep hitboxes
Today
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones) Set up calf hitboxes
Today
Fixed hitboxes on cow
Today
Merge from main
Today
Merge from powergrid
Today
pool table sounds first pass
Today
Merge from redirect_crafting_fix
Today
dart board sounds first pass
Yesterday
Rock sculpture impact fx & related files.
Yesterday
Fixed item crafting not accepting redirect skins as ingredients Fixes not being able to craft a stone spear with a NY wooden spear
Yesterday
Fixed those gas station fixtures.
Yesterday
Steeper satellite crash terrain overlay, for better hill support.
Yesterday
Merge from CompassShieldViewmodel
Yesterday
Jukebox particle fx now plays in time with music
Yesterday
Jukebox cast lighting
Yesterday
Commit progress New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo Seems to work, need to migrate data from existing prefabs to new serialized fields
Yesterday
add visible water to tank, material of water can be blended
Yesterday
crashed satellite LODs
Yesterday
Update: reimplement pool internals on top of LPRQ Based on paper by Raed Romanov & Nikita Koval: https://dl.acm.org/doi/epdf/10.1145/3572848.3577485 Shows same or a bit better times than FuzzyPool, but periodically has a very spiky test (from 2ms to 40ms). Also needs further tweaking and documenting Tests: ran unit & perf tests
Yesterday
Fix roadside procedural car wrecks and telephone poles occasionally spawning too close to rail tracks, blocking trains from passing
Yesterday
fix "" invokes add convars for testing airfield terminals, forces charge to full - airfieldairdropterminal.force_charge - airfieldcallchinookterminal.force_charge
Yesterday
Setup row hover, invert colours. Satellite list screen finished.
Yesterday
click fix
Yesterday
entry finished-ish
Yesterday
entry
Yesterday
gas station car crusher harsher collision placement fix crusher not fully gibbing cars fix lift being damageable
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
forgot meta apparently
Yesterday
water pipes fixes - collider much smaller, only on faucet part - buffed water push rate for IO 6 -> 18 - increased tank capacity 5000 -> 15000 - removed duplicate sound script - consistent LOD ranges for all fx/sounds
Yesterday
More
Yesterday
updated powerline electrical box so that the wires and cover shute are lower and more over to the side to help prevent wire clipping on the io ports
Yesterday
jukebox - speaker fx shows when isPowered and in the ON state - added lods - updated prefab
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
changed positional height of the powerline_pole_a fbx steps removed them from the fbx into its own object so they can be turned on and off will need setting up by the code-person
Yesterday
wip list entries
Yesterday
merge from sharkmovement_sound_fix
Yesterday
Fix "sharkmovement.prefab not found in any asset scenes" log, found after I bumped this to a warning It flagged an actual small issue, the shark has these subtle movement sounds that are supposed to be playing while it's charging the player - but they didn't work due to not being in the correct folder. Now no longer completely silent: https://files.facepunch.com/cipeaX/2026/July/27_20-29-UnequaledLittlenightmonkeys.mp4
Yesterday
merge from hackweek_parented_ddraw
Yesterday
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
Yesterday
Fix stack overflow and alloc in navmesh load / save
Yesterday
Merge from rustplus_camera_fixes
Yesterday
more
Yesterday
Added sounds for the gas pump
Yesterday
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles