126,635 Commits over 4,171 Days - 1.27cph!

Just Now
Clean: pre-review cleanup - got rid of unit test as it doesn't prove anything and relied on API that's not promoted (or needed atm) - formatting fixes, dead code removal - got rid of fallback inspector code Tests: editor compiles in all configs
36 Minutes Ago
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53 Minutes Ago
Merge: from main
54 Minutes Ago
Merge: from storetakeover_icons - Storetakeovers and related resources now can be dynamically loaded/unloaded Tests: navigated through the store and inventory while taking memory snapshots
58 Minutes Ago
Merge: from merge_with_atlas - General improvements to editor workflow - Fixing outstanding bugs and TODOs - Updated all assets again to catch up with atlas work Tests: navigated through the store and inventory while taking memory snapshots
1 Hour Ago
RPG Incendiary Ammo - Changed models import settings
1 Hour Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
1 Hour Ago
merge from naval_update
1 Hour Ago
merge from main
1 Hour Ago
ResetStaticFields on LightLOD
1 Hour Ago
RPG High Velocity Ammo - Added models textures and materials
1 Hour Ago
more floating walkways work on set dressing refining floating_city_2 layout
1 Hour Ago
Merge from main
1 Hour Ago
Much better near and far distances when dealing with the boat coordinator Debugging
1 Hour Ago
Connected both water catchers to the water barrel in the farm barge
1 Hour Ago
more floating walkways work on set dressing
1 Hour Ago
remplaced mesh colliders with primitive
1 Hour Ago
Clean: replace a path with a named constant Tests: editor compiles
2 Hours Ago
Clean: remove dead UI_Store::overlayPages variable Tests: editor compiles
2 Hours Ago
Updating texture bundles to enable texture streaming on all skins
2 Hours Ago
Merge from parent
2 Hours Ago
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
2 Hours Ago
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
3 Hours Ago
Fixed mess table static prefab not being mountable
3 Hours Ago
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
3 Hours Ago
Update: don't open first tab during UI_Store warmup Helps avoid early bundle loads Tests: interacted with the store in editor
3 Hours Ago
Bugfix: fix NRE when clicking packs on DLC screen - DLC screen now uses path proxies for prefabs - also fixed database backend not tracking release refcount properly (funny I made this mistake twice >.>) The overlay prefabs are assigned to ui/store.bundle, which when unloaded breaks the stored reference. Tests: in editor navigated to dlc page and tried clicking on all tiles - all opened as pages
3 Hours Ago
Merge from boat_building
4 Hours Ago
Fix cannons using the wrong dismount points when on a boat
3 Hours Ago
merge to naval_update
4 Hours Ago
fixed BP fragment clipping inside desk at air field s2p
4 Hours Ago
sewer banch BP clipping fix
4 Hours Ago
sewer branch BP single pickup fix s2p
4 Hours Ago
fixed excavator coal_pile out of terrain on certain seeds
4 Hours Ago
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4 Hours Ago
Reduce cannon ball damage
4 Hours Ago
merge from halloween2025
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Fix missing boat building station deployment mesh
4 Hours Ago
Removed MonumentInfo component from floating city 1 and 2 scenes
4 Hours Ago
Update: activate path proxies for UI - fix a bug with UI_SteamInventory using released textures This CL breaks prefab and texture dependencies. Going to validate standalone next Tests: using bundle backend, interacted with store in editor
4 Hours Ago
merge from filefix, fixed the erroneously commited files (ground plants etc)
4 Hours Ago
fixed erroneously committed files
5 Hours Ago
merge from main
5 Hours Ago
boat building station collision mesh + prefab update
5 Hours Ago
adjusted rpg incendiary ammo model rotation
5 Hours Ago
replacing outboard motor hierarchy scaling with mesh import scaling
5 Hours Ago
merge from naval_update
5 Hours Ago
RPG7 - updated blockout mesh