126,634 Commits over 4,171 Days - 1.27cph!

12 Minutes Ago
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29 Minutes Ago
Merge: from main
30 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
33 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
43 Minutes Ago
RPG Incendiary Ammo - Changed models import settings
45 Minutes 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
47 Minutes Ago
merge from naval_update
48 Minutes Ago
merge from main
52 Minutes Ago
ResetStaticFields on LightLOD
52 Minutes 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
1 Hour Ago
Clean: remove dead UI_Store::overlayPages variable Tests: editor compiles
1 Hour Ago
Updating texture bundles to enable texture streaming on all skins
1 Hour Ago
Merge from parent
1 Hour Ago
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
1 Hour Ago
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
2 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
3 Hours Ago
Fix cannons using the wrong dismount points when on a boat
3 Hours Ago
merge to naval_update
3 Hours Ago
fixed BP fragment clipping inside desk at air field s2p
3 Hours Ago
sewer banch BP clipping fix
3 Hours Ago
sewer branch BP single pickup fix s2p
3 Hours Ago
fixed excavator coal_pile out of terrain on certain seeds
3 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
4 Hours Ago
merge from main
4 Hours Ago
boat building station collision mesh + prefab update
4 Hours Ago
adjusted rpg incendiary ammo model rotation
4 Hours Ago
replacing outboard motor hierarchy scaling with mesh import scaling
4 Hours Ago
merge from naval_update
4 Hours Ago
RPG7 - updated blockout mesh
4 Hours Ago
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later Also added a null check in MapView.SetupMonuments