140,247 Commits over 4,352 Days - 1.34cph!

Just Now
fixed toolgun offset issues
Just Now
Wall alt versions. Scene backup.
3 Minutes Ago
merge from render_pipeline_testing
6 Minutes Ago
merge from main
11 Minutes Ago
Removed temporary materials. Started second pass on Kiosk A
11 Minutes Ago
merge from autoconnect_menu_fix
18 Minutes Ago
merge from main
19 Minutes Ago
Moved t+autobench switch after OnMenuLoaded as well
23 Minutes Ago
CurrentVersion.cs
29 Minutes Ago
Shotgun traps and flame turrets are destroyed on boat death
30 Minutes Ago
Meta files
34 Minutes Ago
▆ ▍▍▌▍██▌█ ▄▅▌▇▄▊▇▍▋██
37 Minutes Ago
Various code auto updates, part 6 (third party)
37 Minutes Ago
Various code auto updates, part 5
39 Minutes Ago
Various code auto updates, part 4
41 Minutes Ago
Various code auto updates, part 3
41 Minutes Ago
Various code auto updates, part 2
41 Minutes Ago
Various code auto updates, part 1
42 Minutes Ago
Update to rps, victory and beat chest gestures
47 Minutes Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
48 Minutes Ago
TMP auto upgrade (this needs applying upstream)
51 Minutes Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
52 Minutes Ago
easter wallpaper texture update
58 Minutes Ago
minor tiling fix on one of the easter wallpapers
59 Minutes Ago
added descriptions to all the wallpapers, engine file update
1 Hour Ago
fixed bandit relaxed idle issues
1 Hour Ago
merge from new_console-ui
1 Hour Ago
Better background blur shader, only used by the F1 menu for now
1 Hour Ago
fixed hand clipping on slot machine
2 Hours Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
2 Hours Ago
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
2 Hours Ago
some more model breakdown/rebuilding in prefabs
3 Hours Ago
Increased size of triangle ladder hatch col.
3 Hours Ago
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
3 Hours Ago
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
3 Hours Ago
merge from easter2026_dlc/bunny_bc
3 Hours Ago
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
3 Hours Ago
Added back error overlay toggle in the tools tab, it flips the convar
3 Hours Ago
Fixed NRE when clicking on vehicle buttons in the main menu
3 Hours Ago
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
3 Hours Ago
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
3 Hours Ago
Mergee from chainsaw_hotspot_gathering
3 Hours Ago
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)
3 Hours Ago
Fix NRE when attacking resources with explosives
3 Hours Ago
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
3 Hours Ago
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query
3 Hours Ago
Silly horse mask repose/partial prefab setup
3 Hours Ago
Merge from main
4 Hours Ago
Clean(tests): consolidate network-range-distance calculating logic Got tired of fixing it up manually in every test Tests: ran unit tests, some still fail (likely due to out of network grid bounds cases)
4 Hours Ago
Reorder samplePosition arguments to be consistent with unity