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517 Commits over 396 Days - 0.05cph!

Today
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Yesterday
merge from networkgrid_iterationspeed_changes
Yesterday
Another null check in OnNetworkSubscribersLeave
Yesterday
Improve fillmounts command - works correctly with horses, prints better feedback
3 Days Ago
merge from automated_testing
3 Days Ago
Fix repair item target for the base industrial wall light (only did the variants before)
3 Days Ago
merge from main
7 Days Ago
merge from combat_knife_weapon_racks_rotation_fix
7 Days Ago
merge from waterwheel_deployable
7 Days Ago
merge from door_knocker_guide_mesh_fix
7 Days Ago
merge from easter2026_dlc
7 Days Ago
merge from safezone_lootbag_fix
7 Days Ago
Fix dropped loot bags from destroyed containers not being lootable when in safe zone Applied the recent fix for showing a toast when trying to loot corpses in safe zones to player remains too Slightly adjusted the toast phrase Committed ridablehorse because it keeps showing up 🐎
7 Days Ago
merge from automated_testing
7 Days Ago
Check isValid instead
7 Days Ago
Compile fix
7 Days Ago
merge from main
7 Days Ago
merge from techtree_multi_unlock
7 Days Ago
Hardcode the multi unlock delay to 0.1s, was agreed to be a good speed, no need to have it convared
7 Days Ago
merge from main
7 Days Ago
merge from automated_testing
7 Days Ago
Make ProtectionProperties.IsImmortal available serverside
7 Days Ago
Buoyancy ResetStaticFields to fix error spam with skip domain reload
8 Days Ago
Stop water wheel failing placeEffect test, it has bespoke logic for it Exclude io prefabs with no inputs from the main power slot test Swap out hacky checks for if an entity is immortal for the better method we now have
8 Days Ago
merge from main
8 Days Ago
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8 Days Ago
merge from main
8 Days Ago
Fix the deployable / redirect issues flagged earlier - a few fireworks were changing variant when picked up - industrial wall lights pointed to incorrect repair, required wood even though its not used to craft them - fluorescent ceiling light had different protection and HP than regular ceiling light - one of the lunar dividers had incorrect protection - innertube skins could be repaired unlike base item, wantedposter and industrial door had wrong item target - reactive target could be picked up while building blocked All green now ✅
8 Days Ago
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8 Days Ago
Include hidden redirect items in the tests for inventory sounds
8 Days Ago
merge from main
9 Days Ago
Added container corpse tests Checks setup, pickup, repair, protection is correct All pass, but would have caught a recent issue
9 Days Ago
Fix armored ladder hatches being included in the convex collider test, they have an explicit socket blocking placement on boats
9 Days Ago
New deployable tests Check pickup item matches item definition Check redirect deployables have the same hp, protection, various pickup and repair properties as base deployable Finds 17 things to fix
9 Days Ago
merge from main
9 Days Ago
Bunny ears and onesie show in conveyor filters
9 Days Ago
merge from Armored_ladder_hatch
13 Days Ago
Comment out some old left over editor ddraw
13 Days Ago
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13 Days Ago
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14 Days Ago
merge from techtree_multi_unlock
14 Days Ago
merge from main
14 Days Ago
Hopefully stop everything breaking in primitive mode
14 Days Ago
Tech tree is now centered instead of always sticking to the top left when scrolling
14 Days Ago
Fix pool leak
14 Days Ago
Clamp the delay convar to a sane range, fix delay happening after the last unlock
14 Days Ago
Switch to nicer UnlockPunch animation using that is now correctly centered on the widgets
14 Days Ago
Switch animation sequence to use a coroutine instead of invokes
14 Days Ago
merge from main
15 Days Ago
merge from deployvolume_fixes