159,731 Commits over 4,566 Days - 1.46cph!
Merge from mod_entity_belt_only
Added new logic to ItemModEntity that only creates corresponding entities for items marked as player only when they are in the belt
We've already enabled this for most items so they don't spawn and destroy entities when they are in containers, this extends this behaviour so that the entity only gets created when it ends up in the player belt
This should result in less entities broadly, particularly when creating a corpse as we paid a cost for destroying the entities as we transferred the items to the corpse
Disabled by default
Merge from corpse_height_fix
Adjust spawned corpse prefabs to be above the terrain if it is spawning below the terrain (with a 1m cutoff for underground corpses)
Should fix all animals but chickens particularly spawning clipped into the terrain and dropping through as our navmesh can now sometimes be slightly below the terrain
Also fixed a harmless animator warning when a chicken is spawned
Fix NaNs from text surface shader
Rework how we dump server tutorial needed paths
Updated list
Update crafting recipe to match bone armour
Swap egg vision to candy vision
Merge from arrow_pivot_fix
Fixed arrow pivot positions causing them to appear behind the players head when firing
Fixed vm hands not rendering in the workshop scene (and associated error)
merge from GraveyardFenceFix
merge from ScareCrowDungeonSpawnFix
merge from RadiationDungeonFix
Resave tutorial island scene
Fixed powergrid, steam auth issues
Reduce pool sizes on server
Disable server save/loading
Consolidate all the command line switches
Bypass steam auth if a local server (we already gate it so only local ip's can connect)
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merge from /main/cannon_firing_fixes
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merge from ambientlightlod_pooling_fix
Add local tutorial server folder to ignore
Fixed window popping up, now successfully hidden (still triggering windows firewall though)
Fixed crazy formatting in debug.cs
Added debug.printlights command
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled
Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in
Standing near a big base with 994 far ambient lights lit (editor):
- LightBinningAndShadowPass 1.2ms -> 0.5ms
- FindActiveLights 0.28ms -> 0.07ms
Merge from duck_jump_collision_check
Use forcedDuckDelta instead, we odn't need a raycast
merge from Halloween_2026_update
Merge from duck_jump_collision_check
Don't allow the player to jump while crouched if there is a solid object directly above them
0 radius raycast so this should still be possible around the edges of objects
Prevents the player head briefly sticking through the floor when jumping while crouching under objects and getting explosion splash damage
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Removed unintended box collider on the Gravestone art object, uses the intended convex collider which more accurately shapes the model, fixes physic impacts
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Cursed Cauldron fixes:
- removed unused mesh collider with missing mesh from root
- fixed prevent building collider being on the incorrect layer, fixing by proxy physic impacts
Fixed parachute reusing a field with the same name (lastPosition) as a parent
Fixes a build error
Add missing analytics for apartments
- evictions
- apartment value at the time of break-ins (expose raw value from method)
Booltil/FreeImage/SQLite build for Linux64
Fixed Linux not building with recent changes due to AWESOMIUM
* Can't get rid of it soon enough
LuaJIT builds for Linux64
Fix frankenstein pet ignoring shields
Always use brackets after "if" or "for", remove usless comments
Assigned missing physic materals to Wooden Cross, Skull Fire Pit and Spooky Speaker (was cloth)
Merge from prefab_hierarchy_flatten
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS