157,339 Commits over 4,536 Days - 1.45cph!

18 Days Ago
Improve smart alarm deployment, can now be placed on top of more other deployables Fixed oversized bounds, removed unnecessary deploy volume, assigned physics material https://files.facepunch.com/cipeax/2026/September/08_19-57-OrangeSableantelope.jpg
18 Days Ago
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18 Days Ago
Possible fix for an issue with cooking workbenches in the snow stopping to cook shortly after inserting refrigerated items and quickly starting the cooking process Transfer over the Refrigerated flag when splitting items, the spoiling work queue will still update it on the next tick anyway, but its a better initial state and fixes item stacks split off briefly becoming un-refrigerated before being updated, dirtying the inventory and stopping cooking
18 Days Ago
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention Tests: ran script with artificial delays during image upload stage
18 Days Ago
Update(editor): UpdateImageUrls automation - scans referenced store textures and tries to upload changed, while fixing up urls Tests: most of store UI is now missing images (as there's no backend content)
18 Days Ago
merge from server_occlusion_wait_and_integrate_pairs
18 Days Ago
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
18 Days Ago
Biofuel Generator: blockout testing deployment - deployed prefab: referenced mixing table, simple box colliders, foliage displacement - guide prefab using same FBX - item generator.biofuel with placeholder blueprint and icon - needs Update Game Manifest
18 Days Ago
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
18 Days Ago
merge from automated_testing
18 Days Ago
- Help window - Increased size of the creator window - Minor icon size polish
18 Days Ago
merge from main
18 Days Ago
exported latest nailgun refresh vm anims
18 Days Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
18 Days Ago
Added pattern tester script Some material updates
18 Days Ago
Cleanup filenames from 1.2 / 3.4 to half / three quarter
18 Days Ago
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates - also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios - consistency tests pass
18 Days Ago
- Tighten up some colouring, spacing etc - Stop the eyes working at weird ass angles
18 Days Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
18 Days Ago
Re-render all sandbag deployables for consistent appearance.
18 Days Ago
- Add slot icon rendering - Ensure ui takes up the whole page - Shrink choice down a little bit - Fix weird eye rendering in character customisation
18 Days Ago
Setup icon rendering. Render icons for new sandbags.
18 Days Ago
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30% - ai.batch_navmesh_transforms for only parallel transform update - ai.batch_navmesh_pathfollowing for full parallel
18 Days Ago
Adding squirrel rig
18 Days Ago
Merge from main
18 Days Ago
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
18 Days Ago
New sandbag variations unlock with original / BP button fix.
18 Days Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
18 Days Ago
separate critter FSM to different budgeted work queue, with lower frametime
18 Days Ago
More work on random room C - plus wire/pipe pass
18 Days Ago
Missed file
18 Days Ago
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
18 Days Ago
merging 3p arrows not hiding fix
18 Days Ago
merge from main
18 Days Ago
Unfucking ifdefs
18 Days Ago
More path following optis for -17.5%: - Cache transform in navmesh agent - Use reference equal instead of == for independantNavmesh to avoid the unity overload - Batch apply transforms after ticking all agents with IJobParallelForTransform - Remove one normalize to the movement math
18 Days Ago
Made ferry terminal loot room functional with power grid
18 Days Ago
More setup
18 Days Ago
Enabled graphics jobs on Mac Switched graphics jobs to Split
18 Days Ago
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18 Days Ago
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18 Days Ago
Fix for 3p_bow not hiding the arrow mesh on the server
18 Days Ago
Updates to all weapon anim controllers to match convention
18 Days Ago
First pass procedural cow pattern shader
18 Days Ago
merge from Livestock_animals
18 Days Ago
ladders merge
18 Days Ago
Ferry terminal power grid loot room
18 Days Ago
Add items, link em up.
18 Days Ago
More navmesh and path following optis: - Disable navmesh carving completely when new navmesh is enabled, we still had its overhead - Pin arrays before marshalling them, because unity's mono is not smart enough to do it and is copying everything which is excruciatingly slow - During path following, when calculating remaining distance, cache the rest of the path and only update the current segment we're on, instead of recalculating the length of the whole path - Add telemetry to new navmesh
18 Days Ago
Merge from main