144,278 Commits over 4,413 Days - 1.36cph!

Yesterday
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Yesterday
Whoops added the "Create Centered Parent" into the ugui package instead of our other MenuItem scripts
Yesterday
Update Steamworks API to version 1.64 rollback subchannel count, improve net channel self checks * Undo P2P changes
Yesterday
Update large apartment with new positions
Yesterday
Fix the large apartment prefabs centering
Yesterday
More lighting
Yesterday
exported edited 3p run anims for holdtypes starting with an E to H
Yesterday
Use Application.installPath instead of Path.GetFullPath when downloading map files
Yesterday
Use full path when loading workshop bundles
Yesterday
Add "Create Centered Parent" GameObject menu item to fix off-center apartment children renders - built-in unity button was creating every empty parent at 0,0,0 of the parent apartment and using local position
Yesterday
Added a gaussian blur to the EVSM shadows as part of the shadow caching process to improve the filtering
Yesterday
Update: replace member variables with cacheline sized counterparts Didn't see any notable change in perf tests, but wouldn't hurt Tests: ran tests
2 Days Ago
Better error log when ItemName is set wrong in ApprovedSkinInfo
2 Days Ago
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2 Days Ago
Merge: from pool_mt
2 Days Ago
Merge: from pool_mt
2 Days Ago
Merge: from pool_mt
2 Days Ago
Update(tests): add a couple tests - Perf: AllocDeallocMPSCAtomicCounter - Unit: TestAllocWhenEmpty, TestFreeWhenFull Tests: ran tests
2 Days Ago
Update bounds on apartment entities
2 Days Ago
Fix `CalculateBounds()` encapsulating Vector3.zero for entities with non-centered children - only apply to the editor inspect menu "RecalculateBounds" button - don't apply to automatic recalculating of bounds
2 Days Ago
Work on ceiling of penthouse, and bathroom. Enabled AO on medium apartment ceiling material.
2 Days Ago
Ball collision detection (against other bodies that arent walls) Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
2 Days Ago
Undo centering of children of large apartment cupboards since it breaks placement inside the large apartment
2 Days Ago
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2 Days Ago
merge from main
2 Days Ago
Fix camera jitter on mortar from eye pos always being 1 frame behind the mortar rotation, re-add lerping that ballista/cannons had. Bump up renderer bounds on mortar model again
2 Days Ago
tertiary prefab variants for all remaining charms
2 Days Ago
set lr300 and blowpipe to pushedout charm
2 Days Ago
Updating industrial torch viewmodel fbx
2 Days Ago
Switch out the entities in the large apartment
2 Days Ago
Bump up mortar extents to prevent it from disappearing at some angles while looking around
2 Days Ago
Manifest for new entities
2 Days Ago
Create entity versions of the storage inside large apartments
2 Days Ago
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
2 Days Ago
main -> game_room_dlc
2 Days Ago
- Add entity name and create/update distinction to Entities inbound profiling - Add packet profiling to GlobalNetworkHandler - Improve network profiler coverage for entity packets
2 Days Ago
Reapply 150883 "Add version printout to the server log file, was only on client before" It was nuked to oblivion in the great nav spam incident 2026
2 Days Ago
Fix mortar mount vs pickup annoying interaction Don't require looking at the usable primary collider to show the mount menu for mortars, it only makes sense for ballistas/cannons
2 Days Ago
some 64bit CEF stuff Remove 64bit srcds launcher from builds Temporarily roll back FRAGMENT_BITS * Testing for the P2P issue
2 Days Ago
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2 Days Ago
Merge from main/bowless_crossbow
2 Days Ago
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2 Days Ago
code support for tertiary charm prefab setup
2 Days Ago
Add the apartment furnace to the large apartment
2 Days Ago
Turn the wood stove in the large apartment into a furnace
2 Days Ago
Optimized the way the timer works for limiting the shadow caching framerate
2 Days Ago
merge from misc_vendingui_fixes
2 Days Ago
merge from mortar_prototype
2 Days Ago
merge from deployable_snapping_fix_3
2 Days Ago
Removed interleaved shadow rendering implementation as this is now handled via the framerate limiting. Also, added defaults for distance-based framerate limiting to be enabled by default when shadow caching is enabled.