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139,280 Commits over 4,505 Days - 1.29cph!

Today
Simple list of doors with transparency for testing
System to generate alpha'd player icons - allows us to setup desired shots with specific lighting setups Manifest system based off Underwear manifest which allows us to link races/body types/hair to icons as well as things like steam items or specific seeds
Today
Add ddraw for network groups for rooms
Today
Bugfix: make FishMount.Save mt friendly - cache fish container index Tests: placed a fish in a trophy display with Jobs 4
Today
Added honey bandage to medical crates and waterwell vendor
Today
exported latest vm glass ar admire animation
Today
Update: wrap InvokeHandler internals in DebugMTLock Tests: booted on craggy and ran around with EnableDebugMTLock
Today
Update: add single-thread reentrant support to DebugMTLock to avoid deadlocks - added unit tests Because of course InvokeHandler is non-trivially recursive Tests: uni tests
Today
fixed muzzle flash fx slight incorrect position on the muzzle brake
Today
When sampling multiple potential destination around an agent, instead of snapping random points to the navmesh, floodfill around the agent and only sample on the reachable polygons - fix 7x spike of 2.64ms on oilrig, when all points land in unreachable navmesh islands, and we waste time trying to path to them and hitting our node exploration cap every time
Today
merge from attchement_lod_fixes
Today
Glass AR - updated weapon rack positions
Today
update from main
Today
Re-apply the steam init reflection hack now it's not needed and tested.
Today
merge from command palette
Today
Fix misaligned caret when the search is empty
Today
Merge from main
Today
Merge from fp_steamworks_steaminput
Today
krieg chainsword small weaponrack positioning
Today
merge back from command_palette
Today
Update: Move UnsafeScriptingAccess and DebugMTLock to Facepunch.UnityEngine - Cleanup empty asms Tests: ran relevant unit tests
Today
fixed ladder.worldmodel from having two conflicting lod groups causing console errors
Today
Merge from main
Merge from PlayerMaintainedMonuments
Today
update from main
Today
Update: explicitly capture callstack when DebugMTLock is tripped - frame count can be limited to via unsafe.DebugMTLockMaxFrames (def 5) Tests: ran unit tests
Today
Update Facepunch.Steamworks files (b56e56a) Initialize ISteamInput with the interface lifecycle - previously SteamInput.Controllers always enumerated empty because Init was never called. Release build from GitHub Actions.
Today
fixed both corn and salvaged hammer having double lod renderers on their world model
Today
update to propane tank .worldmodel fix for random disappearing act in the lods
Today
Added -5 radiation
Today
Regenerate all the HLODs in the game Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
Today
Glass AR - removed unused materials, turned duplicate prefabs into prefab variants, added simpler worldmodel,
Today
New: DebugMTLock - a named lock guard that print an error on concurrent access - controlled by Unsafe.EnableDebugMTLock, disabled by default - codegen, unit tests Need it to help chase down unobvious thread races, like InvokeHandler Tests: ran unit tests
Today
merge from main
Today
Added third variant of randomised (large) room for train tunnels - abandoned waiting room
More UI changes Backdrop setup FIxed players eyes being black in the preview Eyes now follow you around as you orbit around the player
Today
merge from main
Today
merge from main
Today
updated large fireworks pack description to add white firework. Updated all fireworks icons to use lewis's new icons. Updated small and large fireworks pack steam store icons
Today
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check Removed a runtime allocation when a HLOD mesh enters/exits range Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
Better handling of clan score
Today
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
Today
Bugfix: fix 6 TestMTSave failures No legit mt issues, just new entity types with missing unit test setup Tests: ran all TestMTSave tests, pass
Today
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
Today
Merge from main
Today
Commit libraries
Today
Fix non-deterministic tests that only failed sometimes, remove extra long tests
Today
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
Today
Merge from rendererlod_collapse_improvements
Today
Fix NRE when using a planner that is placing a collapsed renderer