156,893 Commits over 4,536 Days - 1.44cph!

17 Minutes Ago
- Remove broken test stir - Swap to idle
22 Minutes Ago
add crouching clip set,
36 Minutes Ago
merge from turning animations
37 Minutes Ago
Disable turn in place by default, also disable new spine/head turning when the convar is off.
46 Minutes Ago
Replace powershell nonsense with Unity editor window, similar to ProcgenReplay. Updated procgen benchmark to create durable version controlled results (we could probably further automate and grafana this at a later date). Ran a baseline test over 2 repeats of 5 size 3250 seeds (10 runs total), median 205.9s generation time (per-stage breakdown in the CSV).
48 Minutes Ago
Fix animals pathing through doors at monuments / being able to steer through any door by accident
55 Minutes Ago
Some more fly work
1 Hour Ago
Fixed DynamicResourceRefDrawer throwing when referencing deleted assets
1 Hour Ago
Added sounds to the lil :turtle: anims
1 Hour Ago
Fixed store carrousel preview button
1 Hour Ago
Update factory door store media
1 Hour Ago
Add some more text to the screen in the biofuel generator
1 Hour Ago
Fix shield footsteps being wrong when looking down
1 Hour Ago
Adjust viewmodel drop release event time to match throw release event so grenade spawns at same time as before Fix drop animation not playing on player model
2 Hours Ago
Cattle coat: proper on/off inbreeding for the pattern - Swapped the old Bias Strength slider for a real Inbred toggle, so it works the same way inbreeding does everywhere else (on/off, not a dial) - Not inbred keeps the bias map's painted white/dark grey zones, inbred drops to just the seam mask and lets the rest go to noise - Split the edge softness into two sliders (dark edge / white edge) so softening the white mask border doesn't also soften the dark edge and dim the whole body - Fixed a bug where switching Inbred on changed how busy the pattern looked overall, not just the zones it's meant to affect - Pattern tester and material inspector both updated to match, so this can be tweaked and previewed without a real animal - Fixed a few tests that broke from the renames
2 Hours Ago
merge from lod_texture_optimization
2 Hours Ago
updated scrap king lods and prefabs, enabled r&w, fixed material order
2 Hours Ago
Squirrel and Rabbit sounds added to anims
2 Hours Ago
merge from main
2 Hours Ago
Throw animation updates
2 Hours Ago
Scene2prefab
2 Hours Ago
Scene2prefab
3 Hours Ago
updated lods for the sandbags to be more accurate
3 Hours Ago
Merge from main
3 Hours Ago
update for the train station medium added new signal lights
3 Hours Ago
Merge from render_pipeline_testing
3 Hours Ago
Fixed the issue where the max shadow lights cap wouldn't match between BRP and RRP
3 Hours Ago
Reapplied NMS loot room after file conflicts
3 Hours Ago
Adding crouch turn animations
4 Hours Ago
Merge from powerlevel_loot_rooms
4 Hours Ago
Merge: from ui_store_slim_ram - Update: store assets are taken from the backend - Optim: store assets are loaded and unloaded dynamically Tests: navigated through various store pages with various debug overrides
4 Hours Ago
Couple more texture res reductions (floating city sign decals / ziggurat related ones)
4 Hours Ago
Texture optimisations to some apartment textures (reducing size) and floating walkway LOD textures
5 Hours Ago
Committing WIP work on Small Random Room J for branch switching
5 Hours Ago
merge from main
5 Hours Ago
update to barricade sandbags now use continuious lods so skins persist down the chain. Was previously using a baked version.
5 Hours Ago
Changed base ladder hatches to have more metal and less rust
5 Hours Ago
update milk icon to face the other way so item quanity isn't covered
6 Hours Ago
Merge from main
Today
Merge: from main
Rin
Today
merge from airwolf_repairable_pad
Rin
Today
Helipad repair now requires 30,000 wood 10,000 metal fragments 100 rope Added AIRWOLF cctv S2P
Today
Added analytic hook locations TODOs
Today
Merge from legacy_anim_deletes_oct_2026
Today
Removed 75 animation files and overrides, around 47mb worth Mostly legacy hold types
Today
Cleaned orphaned data in player animation controller Updated cleanup tool to also clean out orphaned references in override controllers
Today
Added new tool Tools/Animation/Remove Orphaned Sub Assets Finds orphaned assets on animation controllers that Unity apparently just keeps around after you delete things? Could also have been caused by bad merges Cleaned out Scientist2.anim, RidableHorse, v_mini_crossbow.anim, snowballgun.anim, v_food_pies.anim
Today
Fixed boomerang waiting to catch animation still using old player model animation Once removed old boomerange animations were no longer referenced, removed them
Today
Merge from main
Today
Double baseline dung production speed of cow and sheep (was every 40m, now 20m) Fixed a long standing dung production bug on horses that was inadvertedly increasing their dung production x10 Adjusted horse dung produced per calorie to 0.2, was 0.1 A well fed horse should now produce ~48 dung/day (was 240) A well fed livestock animal should now produce ~72 dung/day (before any gene increase/decrease)