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139,289 Commits over 4,505 Days - 1.29cph!

Today
Optim: Jobs 4 - reduce server.ParallelNetworkQueueBatchSize to 16 by default 256 was waaay to high for the per-frame workload we get, it basically disabled parallelization Tests: none, trivial change
Today
Bugfix: fix 6 TestMTSave failures No legit mt issues, just new entity types with missing unit test setup Tests: ran all TestMTSave tests, pass
Today
Fix: - old scientists not moving at multiple locations - animal stuck in charge stack around jungle trees - ais getting stuck - move without polyref log spam - scientist crouchwalk weird angle on stairs - slower old ais
Today
Merge from main
Today
Commit libraries
Yesterday
Fix non-deterministic tests that only failed sometimes, remove extra long tests
Yesterday
Bugfix: make card table saving MT-friendly Done by removing the concept of item "busy" or "locking" - was never set but checked against Time.time Tests: none, trivial change
Yesterday
Merge from rendererlod_collapse_improvements
Yesterday
Fix NRE when using a planner that is placing a collapsed renderer
Yesterday
fixed empty procmap scene
Yesterday
converted all jobs to batch by rows instead of pulling XY coordinates out of the flat array's index, fixed some other minor issues 4500 map erosion time down from 47s to 39s
Yesterday
Bugfix: cache rocket ammo def to avoid get_gameObject calls in AttackHelicopterRockets Tests: spawned attack heli and geared it up - could see them in inventory
Yesterday
Remove the temporary reflection hack for steam input. Switch to alloc free controllers call. Testing with locally built new Steamworks DLL
Yesterday
Adjust conversation readout timings again
Yesterday
Initial setup of repairable helipad at bandit camp Buying air vehicles from the vendor is disabled until players contribute enough resources to repair the helipad. Works similar to constructing siege weapons Once repaired stays repaired for the wipe Placeholder art whilst helipad is under construction
Yesterday
Merge: from main
Yesterday
merge from ArrowRevamp :bow_and_arrow:
Yesterday
Reapply reduced network range on arrow.prefab Testlist
Yesterday
merge from main keep destination on some bow entities
Yesterday
merge from 2026_worldmodels
Yesterday
merge from medkit_sfx
Yesterday
merge from locked_water_bucket_fix
Yesterday
merge from store_image_descriptions_aug26
Yesterday
merge from flamethrowerpilot
Yesterday
merge from legacyfurnace_col_fix
Yesterday
merge from chainlink_fence_fix
Yesterday
merge from showusebind_settings_fix
Yesterday
Fix "Show use bind" and "Show belt bar binds" settings not doing anything because they were pointing to the wrong convar
Yesterday
Fix all chainlink fences in all monuments manually since they had material overrides applied to LOD1 in the scene S2P
Yesterday
Coverage Queries Renderer Feature
Yesterday
Updated sheep model and prefab to improve lods further. added an opaque sheep fur mat for lods.
Yesterday
Adjusting attachment positions for glass ak color variations
Yesterday
Merge from main
Yesterday
Updating attatchments positions for glass ak
Yesterday
merge from main
Yesterday
merge from woodarmor_skinnable
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Reduce amount of network groups for rooms
Yesterday
legacy furnace COL 350 triangles -> 240 well within the convex mesh collider threshold (255)
Yesterday
Fix mac compile error
Yesterday
Fix compile errors
Yesterday
Send network updates of room behind the door before the door's network update is sent
Yesterday
Merge from main
Yesterday
DLSS support for RRP
Yesterday
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
Yesterday
Faster navmesh save and load, smaller save file sizes
Yesterday
Merge from rendererlod_collapse_improvements
Yesterday
Adjust the position threshold for collapsing a RendererLOD A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f Catches a lot more renderers with no visual difference Fixed collapsed LODS switching to culling later than they should Fixed collapsed LODS not registering to environment culling