159,725 Commits over 4,566 Days - 1.46cph!

Rin
20 Minutes Ago
Update crafting recipe to match bone armour Swap egg vision to candy vision
22 Minutes Ago
Merge from arrow_pivot_fix
22 Minutes Ago
Fixed arrow pivot positions causing them to appear behind the players head when firing
34 Minutes Ago
Fixed vm hands not rendering in the workshop scene (and associated error)
Rin
41 Minutes Ago
merge from GraveyardFenceFix
Rin
42 Minutes Ago
merge from ScareCrowDungeonSpawnFix
Rin
43 Minutes Ago
merge from RadiationDungeonFix
Rin
48 Minutes Ago
cherrypick 168487
Rin
50 Minutes Ago
57 Minutes Ago
Resave tutorial island scene
58 Minutes Ago
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)
1 Hour Ago
Merge from main
1 Hour Ago
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3 Hours Ago
merge from /main/cannon_firing_fixes
3 Hours Ago
update from main
3 Hours Ago
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4 Hours Ago
merge from ambientlightlod_pooling_fix
4 Hours Ago
Add local tutorial server folder to ignore Fixed window popping up, now successfully hidden (still triggering windows firewall though)
4 Hours Ago
Fixed crazy formatting in debug.cs
4 Hours Ago
Added debug.printlights command
4 Hours Ago
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
4 Hours Ago
Merge from duck_jump_collision_check
4 Hours Ago
Unsaved
4 Hours Ago
Use forcedDuckDelta instead, we odn't need a raycast
4 Hours Ago
merge from Halloween_2026_update
4 Hours Ago
Merge from duck_jump_collision_check
4 Hours Ago
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
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Removed unintended box collider on the Gravestone art object, uses the intended convex collider which more accurately shapes the model, fixes physic impacts
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
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5 Hours Ago
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5 Hours Ago
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
5 Hours Ago
Fixed parachute reusing a field with the same name (lastPosition) as a parent Fixes a build error
5 Hours Ago
Add missing analytics for apartments - evictions - apartment value at the time of break-ins (expose raw value from method)
5 Hours Ago
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
6 Hours Ago
Fix frankenstein pet ignoring shields
6 Hours Ago
Always use brackets after "if" or "for", remove usless comments
6 Hours Ago
Assigned missing physic materals to Wooden Cross, Skull Fire Pit and Spooky Speaker (was cloth)
6 Hours Ago
merge from main
6 Hours Ago
Merge from prefab_hierarchy_flatten
6 Hours Ago
Viewmodel - Added bespoke idle/fire/dryfire ADS anims, tightened up transitions & conditions going in/out of ADS
6 Hours Ago
Reserialize TC loot panel prefab first so we can have a clean diff
6 Hours Ago
- try catch the upload so we can remove it from the queue if it fails - fix static fields not resetting in editor
6 Hours Ago
Merge from main
6 Hours Ago
merge from corpse_lootable_fix
6 Hours Ago
Formatting
6 Hours Ago
Fix npc corpses being unlootable after a server restart