126,600 Commits over 4,171 Days - 1.26cph!

Just Now
Reduce cannon ball damage
Just Now
merge from halloween2025
5 Minutes Ago
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14 Minutes Ago
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17 Minutes Ago
Fix missing boat building station deployment mesh
19 Minutes Ago
Removed MonumentInfo component from floating city 1 and 2 scenes
20 Minutes 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
24 Minutes Ago
merge from filefix, fixed the erroneously commited files (ground plants etc)
25 Minutes Ago
fixed erroneously committed files
46 Minutes Ago
merge from main
46 Minutes Ago
boat building station collision mesh + prefab update
47 Minutes Ago
adjusted rpg incendiary ammo model rotation
51 Minutes Ago
replacing outboard motor hierarchy scaling with mesh import scaling
52 Minutes Ago
merge from naval_update
53 Minutes Ago
RPG7 - updated blockout mesh
56 Minutes 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
1 Hour Ago
updated strair block pivots to be centered on block created convex box colliders and prevent movement collider, gibs bounds updated
1 Hour Ago
exported small engine anims
1 Hour Ago
Fixed rain not working in deep sea because of thunder not being deep sea aware (Effects still not working as they are spawning 500m up in the sky)
1 Hour Ago
merge from Charity_plushies
1 Hour Ago
plushie volumes
1 Hour Ago
gameplay pass
1 Hour Ago
Merge from parent
1 Hour Ago
Merge from cannon_improvements
1 Hour Ago
Merge from parent
1 Hour Ago
Fixed deep sea weather state sharing the same instance as the main island weather state
1 Hour Ago
Update: resave assets for ui/store.prefab - Still contains both path proxies and original objects, in case I'll need to chase up some sort of desync in upcoming test Tests: activated proxy path code and tested in editor(by inspecting prefabs and ensuring they assets) and non-bundle playmode(by going through a bunch of tabs in store)
1 Hour Ago
Bugfix: avoid closing already-closed page This fixes an issue where we tried to unsub from dynamic bundle without loading it first Tests: started in editor and navigated to shop
1 Hour Ago
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2 Hours Ago
Buildfix: get rid of dead code call Tests: editor compiles
2 Hours Ago
Bugfix: path migration fixes - get rid of UI_StoreItemOverlayPage paths, since they're not used atm and might not be needed - make sure Takeover's page prefab gets assigned the right bundle
2 Hours Ago
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
2 Hours Ago
merge from store_atlases/v2
2 Hours Ago
Fixed some store blurry icons
3 Hours Ago
Update: overwriting all modified assets with copy from main Tests: none, will upgrade them next
3 Hours Ago
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4 Hours Ago
Merge: from main Will need to copy all prefabs from main in next CL to ensure nothing's tarnished
Connect to the coordinator on init and leave on remove When you find a target that you want - register it as yours, this prevents other boats from taking it
Boat coordination system setup Provides an avenue for boats to claim/unclaim targets, this prevents lots of boats from dogpilling on a single target
Compile errors
If driver is killed - totally remove AI Make RHIB scientists much weaker than regular scientists
Add more profiling
Prevent overcorrection when approaching targets Put debug drawing behind a variable Move constants to BoatAI.Data Prevent Reserializing fields when changing symbols
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Today
Changed feedback for item refridgeration - smaller snowflake icon - blue-tinted Condition bar