137,823 Commits over 4,324 Days - 1.33cph!

1 Hour Ago
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate
2 Hours Ago
Ballista right hand IK now reflects rotation Updated right hand IK target on static and mobile ballista
2 Hours Ago
Remove the ShieldHeldEntityOffset component from the python Add ShieldHeldEntityOffset to HCR
3 Hours Ago
Include magnet crane and door animations in server build
3 Hours Ago
Merge from main
3 Hours Ago
Merge from main
3 Hours Ago
Fix biome layer getting removed somehow from material
4 Hours Ago
Merge from fix_console_log_startup
4 Hours Ago
Merge from parachute_hotbar
4 Hours Ago
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4 Hours Ago
Merge from boat_aim_sway
4 Hours Ago
Merge from growable_menu_changes
4 Hours Ago
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4 Hours Ago
Preserve the RMB behaviour when cloning plants
5 Hours Ago
Merge from main
5 Hours Ago
double_voicechat_fix -> main
5 Hours Ago
Ensure duplicates arent added with secondary connections. Can be expensive in certain cases but doesnt run 24/7
5 Hours Ago
Player model equip tool no longer requires a PlayerModel, will work on any hierarchy with a l_prop, r_prop, l_hand and r_hand
5 Hours Ago
Merge from pm_equip_tool
5 Hours Ago
merge from naval_update/io_boats
5 Hours Ago
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5 Hours Ago
Change foliage_instancing to shader feature
5 Hours Ago
Continue to apply boat based sway while firing
5 Hours Ago
Merge from main
5 Hours Ago
Merge from main
6 Hours Ago
Fixed string lights Used flag not being reset correctly if the player stopped wiring at >5m from the box It was blocking the "Wire" interaction, allowing you to edit the lights later
6 Hours Ago
Fix bug that could sometimes cause player voice duplication
6 Hours Ago
Cleanup and minor changes
Today
Fixed string lights mixing up local and world, its all local now
Today
Disabled mip maps on string lights wire textures, streaming doesn't work with line renderers
Today
merge from main
Today
Merge from fix_steam_nickname_bag
Today
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Today
Merge from ghostship_phys_improvements
Today
Merge from drone_deploy_guide_fix
Today
Merge from fallback_fishing_spawn
Today
merge from wallpaper_playerboats
Today
Fixed wallpaper occasional deployable mismatch by overriding the entity for FindAppropriateHandle Bumped the ray radius so the picked entity doesn’t oscillate too much
Today
Added additional fallback positions to both harbors using a new SpawnPointFallback tag These will only be used if no procedural spawn points and no fishing village spawn points could be found
Today
Fix truncation of entity IDs from 32->64 bits in FileStorage.Get (thanks Jexs) This was causing artwork to disappear on some servers
Today
Added poolable to all wallpaper prefabs (no clue why I didnt add this initially?)
Today
Hull square and hull triangle socket name update
Today
Fixed wallpaper placed on finished boat not toggling its batching component
Today
Make it private so it works better with domain reload
Today
Allow wallpaper deployment on finished boats Simplified WallpaperPlanner construction switching logic