140,251 Commits over 4,352 Days - 1.34cph!
Bunch of fixes.
Refactor some scrap cost calculation to include the salvage upgrade in a central location.
Tech tree UI costs/values now reflect salvage upgrade effects.
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
removed old premergeOct 25 anim controller
fixed toolgun offset issues
Wall alt versions.
Scene backup.
merge from render_pipeline_testing
Removed temporary materials. Started second pass on Kiosk A
merge from autoconnect_menu_fix
Moved t+autobench switch after OnMenuLoaded as well
Shotgun traps and flame turrets are destroyed on boat death
Various code auto updates, part 6 (third party)
Various code auto updates, part 5
Various code auto updates, part 4
Various code auto updates, part 3
Various code auto updates, part 2
Various code auto updates, part 1
Update to rps, victory and beat chest gestures
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
TMP auto upgrade (this needs applying upstream)
Baseline (ProjectVersion, Packages, MultiplayerManager)
easter wallpaper texture update
minor tiling fix on one of the easter wallpapers
added descriptions to all the wallpapers, engine file update
fixed bandit relaxed idle issues
merge from new_console-ui
Better background blur shader, only used by the F1 menu for now
fixed hand clipping on slot machine
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath
- Optim: skip unnecessary global occlusion group lookups
Tests: unit tests
Optim: skip checking global occlusion groups for small and large network grid layers
Players can only be on medium layer at the moment. Controlled by a UsePlayerOnlyOnMediumLayerShortcut compile switch
Tests: ran unit tests
some more model breakdown/rebuilding in prefabs
Increased size of triangle ladder hatch col.
Update: Jobs 3 - enable parallel sub updates switch
Tests: none, related unit tests pass
Update: pregenerate radius tile offset to avoid potential races
Tests: ran unit tests
merge from easter2026_dlc/bunny_bc
re-organizing prefabs and models
added some rope ladders on damaged side to climb back up the roof
many other tweaks
Added back error overlay toggle in the tools tab, it flips the convar
Fixed NRE when clicking on vehicle buttons in the main menu
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor
Tests: ran unit tests, they pass
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos
Tests: ran unit tests, now only 1 failure
Mergee from chainsaw_hotspot_gathering
Bugfix(tests): increase DummyServer's network grid from 512 to 1024
Some tests ended up spawning outside of the network grid, leading to test failures.
Tests: ran unit tests, from 30 failures down to 9 (2 tests)
Fix NRE when attacking resources with explosives
Update(tests): bring back spawning on boundaries of network ranges
Current logic considers those cells to be in range, so rely on that fact. Doesn't fix tests, but validates edge cases
Tests: ran unit tests, same tests failt
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query