141,359 Commits over 4,352 Days - 1.35cph!

23 Minutes Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: handle more cases of lazy-initted net group subscribers instead of NREing Tests: none, trivial changes
26 Minutes Ago
Bugfix: more null checks around lazy created subscribers - utilities in BaseNetworkable - BaseEntity.SignalBroadcast (in case npc shoots outside of players range) - TreeManager.OnTreeSpawned (in case they spawn on an empty server) Tests: none, trivial changes
30 Minutes Ago
Merge from main
32 Minutes Ago
Basic entry point calculation so it lands approx near target spot
37 Minutes Ago
Stove WIP & related materials.
43 Minutes Ago
Increase start height
48 Minutes Ago
Ice metal vest new fbx and setup
50 Minutes Ago
Fix
51 Minutes Ago
Setup some placeholder art in the prefab, initial rotation.
59 Minutes Ago
Sync installed ugprades for the player's current workbench to the client. Show icons of any installed upgrades in workbench vital UI notification panel (wip, works but looks shit - Workbench level 1 only for now) Add placeholder icons for all upgrades.
1 Hour Ago
Frankenstein visibility
1 Hour Ago
Frankenstein visibility
1 Hour Ago
Merge: from networkgrid_iterationspeed_changes - Bugfix: avoid NREs from accessing uninitialized subscribers for net groups Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
1 Hour Ago
Bugfix: avoid NREs by skipping not yet initialized subscribers for the network group Tests: booted into craggy with server occlusion and jobs 0, 1, 2, 3 modes
1 Hour Ago
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1 Hour Ago
Merge: from main
1 Hour Ago
Merge: from serverprofiler_filters_april2026 - Update: remove a couple assemblies and utils from being recorded in snapshots to reduce overhead Tests: exported snapshot in Jobs 3 mode and inspected
1 Hour Ago
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
1 Hour Ago
Update: april batch of ServerProfile filters - Release binaries built from 8643e0d9 Excludes: websocket-sharp and UniTask assemblies, Facepunch.System's Deque and TimeSpanExt classes Tests: inspected snapshot from editor in jobs 3 mode
1 Hour Ago
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2 Hours Ago
edited crossbow bowless viewmodel  anims
2 Hours Ago
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2 Hours Ago
Initial prototyping
3 Hours Ago
merge fix for increased 2.5gb memory usage on servers
3 Hours Ago
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
3 Hours Ago
merge from waterwheel_deployable
3 Hours Ago
remove debug
3 Hours Ago
merge from main
3 Hours Ago
merge from waterwheel_deployable
3 Hours Ago
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
3 Hours Ago
Scarecrow head and suit FBX and prefabs
3 Hours Ago
client compile fix
3 Hours Ago
added 3p swimming animations to player anim controller
4 Hours Ago
merge from main
4 Hours Ago
One more NRE fix for group removes
4 Hours Ago
Fix UsePlayerUpdateJobs 3 NREs
4 Hours Ago
4 Hours Ago
fixing some textures left over and some incorrect import options for ao maps
4 Hours Ago
updated existing workbench to now use the empty mesh state. updated lods and gibs
4 Hours Ago
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
5 Hours Ago
Apartment Item Reshuffle
5 Hours Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
6 Hours Ago
merge from main
6 Hours Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
6 Hours Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
6 Hours Ago
Fix new network visibility grid being slow at initialization by deferring creating group lists until they're actually needed. 4s->1s (+reduce the current load of 10s garbage collection on every playmode entry.)
Today
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Today
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Today
manifest rebuild for kiosk signs
Today
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value