141,514 Commits over 4,383 Days - 1.35cph!

Yesterday
Fixed the 'Fire Rate' tooltip used by projectile weapons sharing the same token as the attachments
Yesterday
merge from render_pipeline_testing
Yesterday
work around issues causing fog to be incorrect/denser than it should
Yesterday
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Yesterday
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Yesterday
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
Yesterday
Bugfix: more null checks around lazy created subscribers - utilities in BaseNetworkable - BaseEntity.SignalBroadcast (in case npc shoots outside of players range) - TreeManager.OnTreeSpawned (in case they spawn on an empty server) Tests: none, trivial changes
Yesterday
Merge from main
Yesterday
Basic entry point calculation so it lands approx near target spot
Yesterday
Stove WIP & related materials.
Yesterday
Increase start height
Yesterday
Ice metal vest new fbx and setup
Yesterday
Fix
Yesterday
Setup some placeholder art in the prefab, initial rotation.
Yesterday
Sync installed ugprades for the player's current workbench to the client. Show icons of any installed upgrades in workbench vital UI notification panel (wip, works but looks shit - Workbench level 1 only for now) Add placeholder icons for all upgrades.
Yesterday
Frankenstein visibility
Yesterday
Frankenstein visibility
Yesterday
Merge: from networkgrid_iterationspeed_changes - Bugfix: avoid NREs from accessing uninitialized subscribers for net groups Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
Yesterday
Bugfix: avoid NREs by skipping not yet initialized subscribers for the network group Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
Yesterday
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Yesterday
Merge: from main
Yesterday
Merge: from serverprofiler_filters_april2026 - Update: remove a couple assemblies and utils from being recorded in snapshots to reduce overhead Tests: exported snapshot in Jobs 3 mode and inspected
Yesterday
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
Yesterday
Update: april batch of ServerProfile filters - Release binaries built from 8643e0d9 Excludes: websocket-sharp and UniTask assemblies, Facepunch.System's Deque and TimeSpanExt classes Tests: inspected snapshot from editor in jobs 3 mode
Yesterday
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Yesterday
edited crossbow bowless viewmodel  anims
Yesterday
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Yesterday
Initial prototyping
Yesterday
merge fix for increased 2.5gb memory usage on servers
Yesterday
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
Yesterday
merge from waterwheel_deployable
Yesterday
remove debug
Yesterday
merge from main
Yesterday
merge from waterwheel_deployable
Yesterday
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
Yesterday
Scarecrow head and suit FBX and prefabs
Yesterday
client compile fix
Yesterday
added 3p swimming animations to player anim controller
Yesterday
merge from main
Yesterday
One more NRE fix for group removes
Yesterday
Fix UsePlayerUpdateJobs 3 NREs
Yesterday
Yesterday
fixing some textures left over and some incorrect import options for ao maps
Yesterday
updated existing workbench to now use the empty mesh state. updated lods and gibs
Yesterday
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
Yesterday
Apartment Item Reshuffle
Yesterday
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
Yesterday
merge from main
Yesterday
Fix animals looking straight ahead when sprinting (should only be for scientists)
Yesterday
Fix animals path deviation not being reset on path change, causing wolf to charge sideways