140,948 Commits over 4,505 Days - 1.30cph!
krieg chainsword small weaponrack positioning
merge back from command_palette
Update: Move UnsafeScriptingAccess and DebugMTLock to Facepunch.UnityEngine
- Cleanup empty asms
Tests: ran relevant unit tests
fixed ladder.worldmodel from having two conflicting lod groups causing console errors
Merge from PlayerMaintainedMonuments
Update: explicitly capture callstack when DebugMTLock is tripped
- frame count can be limited to via unsafe.DebugMTLockMaxFrames (def 5)
Tests: ran unit tests
Update Facepunch.Steamworks files (b56e56a)
Initialize ISteamInput with the interface lifecycle - previously SteamInput.Controllers always enumerated empty because Init was never called.
Release build from GitHub Actions.
fixed both corn and salvaged hammer having double lod renderers on their world model
update to propane tank .worldmodel
fix for random disappearing act in the lods
Regenerate all the HLODs in the game
Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue
Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
Glass AR - removed unused materials, turned duplicate prefabs into prefab variants, added simpler worldmodel,
New: DebugMTLock - a named lock guard that print an error on concurrent access
- controlled by Unsafe.EnableDebugMTLock, disabled by default
- codegen, unit tests
Need it to help chase down unobvious thread races, like InvokeHandler
Tests: ran unit tests
Added third variant of randomised (large) room for train tunnels - abandoned waiting room
More UI changes
Backdrop setup
FIxed players eyes being black in the preview
Eyes now follow you around as you orbit around the player
updated large fireworks pack description to add white firework. Updated all fireworks icons to use lewis's new icons. Updated small and large fireworks pack steam store icons
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check
Removed a runtime allocation when a HLOD mesh enters/exits range
Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
Better handling of clan score
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
Bugfix: fix 6 TestMTSave failures
No legit mt issues, just new entity types with missing unit test setup
Tests: ran all TestMTSave tests, pass
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
Fix non-deterministic tests that only failed sometimes, remove extra long tests
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
Merge from rendererlod_collapse_improvements
Fix NRE when using a planner that is placing a collapsed renderer
fixed empty procmap scene
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
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
Remove the temporary reflection hack for steam input.
Switch to alloc free controllers call.
Testing with locally built new Steamworks DLL
Adjust conversation readout timings again
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
merge from ArrowRevamp :bow_and_arrow:
Reapply reduced network range on arrow.prefab
Testlist
merge from main
keep destination on some bow entities
merge from 2026_worldmodels
merge from locked_water_bucket_fix
merge from store_image_descriptions_aug26
merge from flamethrowerpilot
merge from legacyfurnace_col_fix
merge from chainlink_fence_fix
merge from showusebind_settings_fix