126,062 Commits over 4,171 Days - 1.26cph!

Just Now
Don't keep count of processed transforms, they no longer vary. Reset pendingTransforms to avoid domain reload issues.
10 Minutes Ago
Restored missing assets on exhibit decor pack and floorpaper pages
11 Minutes Ago
merge from meta_shift
12 Minutes Ago
meta_shift/loot -> meta_shift
18 Minutes Ago
merge from burst_1_8_25/determinism - brings erosion determinism and some jobified heightmap/topology sampling determinism
29 Minutes Ago
Add import/export/reset buttons under the preview crosshair Reset button loads default crosshair settings
29 Minutes Ago
water treatment plant puzzle update s2p
39 Minutes Ago
updated trainyard puzzle s2p
40 Minutes Ago
powered_water_purifier_pickup_fix -> main
40 Minutes Ago
Fixed not being able to pickup the powered water purifier even when its empty
45 Minutes Ago
Fixed jungle building skin sprite atlas not referencing the right folder
49 Minutes Ago
Fixed bad merge on UI_Settings.cs
48 Minutes Ago
merge from main
53 Minutes Ago
browser_scroll_bug_fix -> main
52 Minutes Ago
sewer branch puzzle update s2p
54 Minutes Ago
Some more changes to try and get browser scrollview to work properly
54 Minutes Ago
Bugfix: fix UI_Takeover overriding with null values Tests: ran in editor
56 Minutes Ago
merge from main
57 Minutes Ago
merge from menu_warmup_fixes
57 Minutes Ago
merge from main
58 Minutes Ago
powerplant puzzle update
1 Hour Ago
Store DLC tab ref fixes
1 Hour Ago
Compressed some ui assets, fixed some refs
1 Hour Ago
Fixed some texture refs not using sprites
1 Hour Ago
Rebase on /main
1 Hour Ago
Fixed soundtrack dlc page still referencing some assets
1 Hour Ago
updated silo puzzle, adding blueprint fragment spawner - will revisit as this puzzle setup is strange s2p
1 Hour Ago
military tunnel advance fragment spawner military tunnel puzzle should now ignore players above ground pausing the reset
1 Hour Ago
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1 Hour Ago
Removed mipmap on more store stuff
2 Hours Ago
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2 Hours Ago
launch site puzzle advanced fragment spawn added advanced blueprint fragment pickup entity s2p
2 Hours Ago
Flags can now be raised and lowered. Initial animation controller, states, transitions, params.
2 Hours Ago
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2 Hours Ago
Optimize query vis job runner: - Enable burst on existing query vis jobs - Don't immediately complete jobs, let query vis be delayed by a frame.
2 Hours Ago
harbor_2 puzzle update
2 Hours Ago
harbor_1 puzzle update
3 Hours Ago
Added mountable versions of seats and replaced static ones in floating city (WIP)
3 Hours Ago
hurt_overlay_nvg_fix -> main
3 Hours Ago
Dont show the hurt overlay if we have NVG's on. This is because the hurt overlay would brighten up the NVG effect - letting you see more. This would give an advantage to people who have NVG's on.
3 Hours Ago
airfield fragment puzzle spawn setup
3 Hours Ago
Hack: skip explicitly loading ui/store.bundle at boot Using this to check if we no longer have a bunch of media textures loading in. Memory Profiler shows -87 textures/-1.2GB loaded. Need to implement dynamic bundle loading, and see if it breaks anything else. Tests: memory profiled a standalone client. Couldn't get to Abyss page (but that's expected).
3 Hours Ago
merge from main
3 Hours Ago
Update: assign UI store overlay page prefabs to ui/store.bundle - Ensure when we generate bundles, we chuck the assigned assets to ui/store.bundle Tests: generated bundles, used bundle mode in editor and was able to navigate to the Abyss store page.
3 Hours Ago
airfield puzzle update
3 Hours Ago
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3 Hours Ago
test_generator_more_snapping_fixes -> main
3 Hours Ago
Fix weird collider on test generator Fix weird deploy volumes on test generator
3 Hours Ago
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