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137,555 Commits over 4,352 Days - 1.32cph!

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19 Minutes Ago
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25 Minutes Ago
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
35 Minutes Ago
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38 Minutes Ago
Fix ScientistSuitNVGM mask + NRE
47 Minutes Ago
Merge: from main
49 Minutes Ago
Merge: from updatesubs_optim - Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled) - New: unit & perf tests for net group updating Tests: unit tests
52 Minutes Ago
Update: disable parallel sub updates in Jobs 3 mode - ripped out test code for network grid preallocing Going to enable it once dependent work is done. Tests: unit tests fail (as expected)
1 Hour Ago
remove janky temp sounds
1 Hour Ago
Merge from worldpositiongenerator_optimise_2
1 Hour Ago
More optimisations for WorldPositionGenerator - Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample - Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
1 Hour Ago
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2 Hours Ago
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
3 Hours Ago
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3 Hours Ago
3p car passenger idle anim exported
3 Hours Ago
Fixed flickering hair cards in hide skirt
3 Hours Ago
More test prefab changes
3 Hours Ago
Limit watch tower placement to every ~20m
3 Hours Ago
Fixed broken egg suit
4 Hours Ago
Adding burst cloth setup for easter bunny suit
4 Hours Ago
Rustige Egg H - Updated model, reducing number of meshes to 3
4 Hours Ago
updated secret labs chair 3p idle anim
4 Hours Ago
set crypt building skin to correct use stone
5 Hours Ago
some progress on the damaged wing
5 Hours Ago
Disable fallback rendering by default
5 Hours Ago
corpse prefab pickup correct item prefabs references
5 Hours Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
5 Hours Ago
Optim: schedule tasks for batches of networkables, instead of individual ones Helps reduce alloc pressure at high counts(2x more than core count), but it's a very rare occasion (when everyone rushes to connect to a fresh server) Tests: unit tests
5 Hours Ago
Update: skip calling UpdateSubscriptions with 0 networkables Tests: none, trivial change
5 Hours Ago
merge from creative_freebuild_fix
6 Hours Ago
apartment door fixes. mip streaming on textures, set srgb to greyscale
6 Hours Ago
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete Tests: unit tests
Today
Optim: allow main thread to steal one of tasks update subscription tasks Makes single-player path alloc free. Tests: unit tests
Today
Merge from item_mod_radial_menu
Today
merge from /indirect_instancing
Today
rebase on main
Today
manifest apartment doors and other prefabs in static folder updated
Today
exported 3p locomotive idle anim and edited right hand grip ik position on locomotive entity
Today
Optim: use persistent added/removed lists instead of pooled ones Tests: ran unit tests
Today
fixed some pivot issue on door.apartment.b that had it offset compared to others
Today
Bunch of refactoring, shared menu option add function, rework helper functions. Add toggle on/off translation phrases.
Today
Merge: from sv_occlgroups_fix_reinit - Bugfix for ServerOcclusionGroups NRE for players with custom init flow - Unit tests Tests: ran unit tests
Today
More refactor/cleanup
Today
exported 3p workcart idle anim and updated left hand hold ik position in workcart entity
Today
Move to a partial. Add FromOwner checks
Today
Flags cleanup.
Today
WIP Highlight the path the multi-unlock is going to take as a preview https://files.facepunch.com/cipeaX/2026/March/11_11-44-FormalKestrel.mp4
Today
Add keybind to UI
Today
exported edited 3p machete and combat knife attack anims and set shield script on sunken/combat knife entities
Today
Update Firewood Prop LOD Distances and Prefabs Optimized Firewood Prop LODS