140,259 Commits over 4,352 Days - 1.34cph!

Just Now
Updating bunny suit burst cloth settings
Just Now
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
7 Minutes Ago
merge from wakeaiz_tickrate_optim
7 Minutes Ago
Merge: from remove_clear_from_unsub - Optim: speed up unsubbign from network groups by skipping clearing their entities from the queue Tests: teleported around 2.5k procgen map
8 Minutes Ago
exported latest m16a2 viewmodel rig/anims
8 Minutes Ago
Optim: skip clearing entity queue when unsubbing from a network group Was originally done to help with old spectating logic, but it's now handled separately. Tests: teleported around on a 2.5k procgen map
13 Minutes Ago
drastically reduce tickrate of WakeAIZ when it becomes active, at worst this will add +10% to the sleepDelaySeconds (usually set to 30s) but will significantly reduce the perf impact of it
17 Minutes Ago
update render pipeline for renamed usings/objects
28 Minutes Ago
Bunch of fixes. Refactor some scrap cost calculation to include the salvage upgrade in a central location. Tech tree UI costs/values now reflect salvage upgrade effects.
30 Minutes Ago
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
36 Minutes Ago
merge from main
37 Minutes Ago
removed old premergeOct 25 anim controller
38 Minutes Ago
fixed toolgun offset issues
38 Minutes Ago
Wall alt versions. Scene backup.
39 Minutes Ago
merge from render_pipeline_testing
42 Minutes Ago
merge from main
47 Minutes Ago
Removed temporary materials. Started second pass on Kiosk A
47 Minutes Ago
merge from autoconnect_menu_fix
53 Minutes Ago
merge from main
55 Minutes Ago
Moved t+autobench switch after OnMenuLoaded as well
59 Minutes Ago
CurrentVersion.cs
1 Hour Ago
Shotgun traps and flame turrets are destroyed on boat death
1 Hour Ago
Meta files
1 Hour Ago
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1 Hour Ago
Various code auto updates, part 6 (third party)
1 Hour Ago
Various code auto updates, part 5
1 Hour Ago
Various code auto updates, part 4
1 Hour Ago
Various code auto updates, part 3
1 Hour Ago
Various code auto updates, part 2
1 Hour Ago
Various code auto updates, part 1
1 Hour Ago
Update to rps, victory and beat chest gestures
1 Hour Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
1 Hour Ago
TMP auto upgrade (this needs applying upstream)
1 Hour Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
1 Hour Ago
easter wallpaper texture update
1 Hour Ago
minor tiling fix on one of the easter wallpapers
1 Hour 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
2 Hours Ago
Better background blur shader, only used by the F1 menu for now
2 Hours Ago
fixed hand clipping on slot machine
3 Hours Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
3 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
3 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
4 Hours Ago
merge from easter2026_dlc/bunny_bc
4 Hours Ago
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
4 Hours Ago
Added back error overlay toggle in the tools tab, it flips the convar