146,816 Commits over 4,444 Days - 1.38cph!

3 Months Ago
fixed toolgun offset issues
3 Months Ago
Wall alt versions. Scene backup.
3 Months Ago
merge from render_pipeline_testing
3 Months Ago
merge from main
3 Months Ago
Removed temporary materials. Started second pass on Kiosk A
3 Months Ago
merge from autoconnect_menu_fix
3 Months Ago
merge from main
3 Months Ago
Moved t+autobench switch after OnMenuLoaded as well
3 Months Ago
CurrentVersion.cs
3 Months Ago
Shotgun traps and flame turrets are destroyed on boat death
3 Months Ago
Meta files
3 Months Ago
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3 Months Ago
Various code auto updates, part 6 (third party)
3 Months Ago
Various code auto updates, part 5
3 Months Ago
Various code auto updates, part 4
3 Months Ago
Various code auto updates, part 3
3 Months Ago
Various code auto updates, part 2
3 Months Ago
Various code auto updates, part 1
3 Months Ago
Update to rps, victory and beat chest gestures
3 Months Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
3 Months Ago
TMP auto upgrade (this needs applying upstream)
3 Months Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
3 Months Ago
easter wallpaper texture update
3 Months Ago
minor tiling fix on one of the easter wallpapers
3 Months Ago
added descriptions to all the wallpapers, engine file update
3 Months Ago
fixed bandit relaxed idle issues
3 Months Ago
merge from new_console-ui
3 Months Ago
Better background blur shader, only used by the F1 menu for now
3 Months Ago
fixed hand clipping on slot machine
3 Months Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
3 Months 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 Months Ago
some more model breakdown/rebuilding in prefabs
3 Months Ago
Increased size of triangle ladder hatch col.
3 Months Ago
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
3 Months Ago
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
3 Months Ago
merge from easter2026_dlc/bunny_bc
3 Months Ago
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
3 Months Ago
Added back error overlay toggle in the tools tab, it flips the convar
3 Months Ago
Fixed NRE when clicking on vehicle buttons in the main menu
3 Months Ago
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
3 Months Ago
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
3 Months Ago
Mergee from chainsaw_hotspot_gathering
3 Months Ago
Bugfix(tests): increase DummyServer's network grid from 512 to 1024 Some tests ended up spawning outside of the network grid, leading to test failures. Tests: ran unit tests, from 30 failures down to 9 (2 tests)
3 Months Ago
Fix NRE when attacking resources with explosives
3 Months Ago
Update(tests): bring back spawning on boundaries of network ranges Current logic considers those cells to be in range, so rely on that fact. Doesn't fix tests, but validates edge cases Tests: ran unit tests, same tests failt
3 Months Ago
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query
3 Months Ago
Silly horse mask repose/partial prefab setup
3 Months Ago
Merge from main
3 Months Ago
Clean(tests): consolidate network-range-distance calculating logic Got tired of fixing it up manually in every test Tests: ran unit tests, some still fail (likely due to out of network grid bounds cases)
3 Months Ago
Reorder samplePosition arguments to be consistent with unity