141,796 Commits over 4,383 Days - 1.35cph!

Today
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.
NPC's now use the server gesture start method rather than sending player signals, fixes them not hiding their currently held entities when starting gestures Added faster dictionary lookups to GestureCollection
Today
Fixed Lumberjack Hoodie not working in Industrial Conveyor
Today
Switch mortar firing button from reload to primary fire.
Today
Update: instead of iterating all netgroups, add Provider.ForEach(layer, callback) method - get rid of Visibility.Manager.Groups accessor This removes public access to groups dictionary, so almost there to remove it Tests: booted to craggy, opened deep sea and ran deepsea.printentitycount
Today
merge from split_dump_command
Today
Mortar animator update and anim exports
Today
switch to args.ReplyWith
Today
Fixed nuke EffectRecycle prefab errors.
Today
Updated joint hierarchy for mortar
Today
Update: Visibility.Provider now can create network groups in a thread-safe fashion - organized hardcoded groups into their own collection - Network.Visibility.Manager now defers to provider's GetGroup and TryGetGroup Not sure if I want to support NetworkVisibilityGrid on CLIENT or not, but will try to clean it up in a bit Tests: Booted and ran around on craggy. compiled for all modes separately
Today
Remove entity mod from mortar shells
Today
Update manifest
Today
Delete old placeholder mortar entities
Today
Mortar IK ref points updated and anims exported
Today
exported edited salvaged hammer refresh vm anims
Merge from main
Today
Updating mortar rig with hand IK targets
String material texture offset gets updated according to the current rotation of the wheel bone
Today
Undo changes to player_info_s
Today
apartment complex exterior baked LODs
Today
workbench upgrades models and textures (salvage, recycle and comfort)
merge from main
Today
Can't open upgrade inventory if building blocked
merge from hair_fixes
Rin
Today
merge from bandit_sentry_culling_fix
Rin
Today
merge from armored _ladder_hatch_material_fix
Add ApplyVertexColorStrength and ApplyVertexAlphaStrength to material property block for hair dye
Rin
Today
merge from floating_city_oilrig_leg_fix
Rin
Today
merge from ferry_terminal_nets
Today
Added support for per workbench-level upgrade visuals. Assigned reinforced visuals for all workbench levels.
Today
Hook new navmesh to ghostships and tropical islands
Fixed hair caps not working on some player seeds Disabled shadows on midlength hair
Today
Rentable Shop D - LODs, collision, shutter LODs, shutter polish, replaced models with prefabs in main prefab
Today
Fix client server compile errors
Today
Don't reset new speed consistency test params between runs
Today
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Today
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Today
Merge from workbench_upgrades
Today
Fixed visual spawning method breaking initial LOD functionality.
Today
Updating skinning for mannequin
Today
Rebase on /main
Today
Fix missing visual prefab link on reinforced item
Today
Subtract mesh changes to prevent conflicts
Today
Fix reinforced placement links
Today
Break prefab connections on all upgrade visual placement guides for Workbench 1,2,3. Remove the components added by source prefabs. Renamed to show they're placement locations.
Today
exported edited salvaged hammer refresh vm anims
Today
Electric Furnace - updated game and workshop models to remove small overlapping parts
Today
Remove a rogue closing parenthesis in copypaste reply