141,347 Commits over 4,352 Days - 1.35cph!

27 Minutes 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
28 Minutes 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
30 Minutes Ago
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31 Minutes Ago
Merge: from main
32 Minutes 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
34 Minutes Ago
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
36 Minutes 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
37 Minutes Ago
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1 Hour Ago
edited crossbow bowless viewmodel  anims
1 Hour Ago
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1 Hour Ago
Initial prototyping
1 Hour Ago
merge fix for increased 2.5gb memory usage on servers
1 Hour Ago
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
1 Hour Ago
merge from waterwheel_deployable
1 Hour Ago
remove debug
1 Hour Ago
merge from main
1 Hour Ago
merge from waterwheel_deployable
1 Hour Ago
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
1 Hour Ago
Scarecrow head and suit FBX and prefabs
1 Hour Ago
client compile fix
2 Hours Ago
added 3p swimming animations to player anim controller
2 Hours Ago
merge from main
3 Hours Ago
One more NRE fix for group removes
3 Hours Ago
Fix UsePlayerUpdateJobs 3 NREs
3 Hours Ago
3 Hours Ago
fixing some textures left over and some incorrect import options for ao maps
3 Hours Ago
updated existing workbench to now use the empty mesh state. updated lods and gibs
3 Hours Ago
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
4 Hours Ago
Apartment Item Reshuffle
4 Hours Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
4 Hours Ago
merge from main
5 Hours Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
5 Hours Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
5 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.)
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
manifest rebuild for kiosk signs
5 Hours Ago
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
5 Hours Ago
Bugfix: return List<Connection> to pool in SendNetworkUpdate_Position Submit on behalf of cipeaX, it's his find Tests: ran around on craggy, checked pool.print_memory - max stayed low
5 Hours Ago
Fix tiger prowling and croc intimidation
5 Hours Ago
Centralize all flags in npc networking component
5 Hours Ago
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
5 Hours Ago
Merge from terrain_renderer
5 Hours Ago
prefabs/Wallpaper/ ok
5 Hours Ago
Tutorial animation updates
5 Hours Ago
Merge from main
6 Hours Ago
prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
6 Hours Ago
Clamp renderdistance with a minimum to fix some edge case issues
6 Hours Ago
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
6 Hours Ago
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