141,331 Commits over 4,352 Days - 1.35cph!

Just Now
merge from waterwheel_deployable
5 Minutes Ago
Added more to waterwheel item powergen info, added warning on waterwheel for when waterflow is missing/blocked
6 Minutes Ago
Scarecrow head and suit FBX and prefabs
14 Minutes Ago
client compile fix
20 Minutes Ago
added 3p swimming animations to player anim controller
42 Minutes Ago
merge from main
46 Minutes Ago
One more NRE fix for group removes
51 Minutes Ago
Fix UsePlayerUpdateJobs 3 NREs
1 Hour Ago
1 Hour Ago
fixing some textures left over and some incorrect import options for ao maps
1 Hour Ago
updated existing workbench to now use the empty mesh state. updated lods and gibs
1 Hour Ago
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
1 Hour Ago
Apartment Item Reshuffle
2 Hours Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
3 Hours Ago
merge from main
3 Hours Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
3 Hours Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
3 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.)
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
manifest rebuild for kiosk signs
3 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
3 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
3 Hours Ago
Fix tiger prowling and croc intimidation
3 Hours Ago
Centralize all flags in npc networking component
4 Hours Ago
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
4 Hours Ago
Merge from terrain_renderer
4 Hours Ago
prefabs/Wallpaper/ ok
4 Hours Ago
Tutorial animation updates
4 Hours Ago
Merge from main
4 Hours Ago
prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
4 Hours Ago
Clamp renderdistance with a minimum to fix some edge case issues
4 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)
4 Hours Ago
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4 Hours Ago
edited holster/baclpack positions on salvaged axe entity
5 Hours Ago
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5 Hours Ago
Industrial Electric Furnace - item created - prefab created - icon created - greybox model - material created - ran localization - ran manifest
5 Hours Ago
Improve fillmounts command - works correctly with horses, prints better feedback
5 Hours Ago
tier 1 workbench empty version
5 Hours Ago
Merge from 3p_spectator_improvements
5 Hours Ago
merge from workbench automated_tests
5 Hours Ago
Fix spam from passing in a zero vector to Quaternion.LookRotation when spectating mounted bots
5 Hours Ago
Test save, 11 workbenches, 9 with each individual upgrade equipped, two with four mixed each.
5 Hours Ago
Merge from main
5 Hours Ago
assigned salvaged axe holdtype overide controller to entity and exported updated 3p anims
5 Hours Ago
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets - added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)
5 Hours Ago
merge from main
6 Hours Ago
Merge from main
Today
added sofas to prop team prefab and wood shutters greybox
Today
KickHazmat skinning update