140,971 Commits over 4,352 Days - 1.35cph!

Just Now
Added an extra hash set when calculating the seed for picking hair colour In some hair cases this was resulting in hair that would only allow certain colours in the variations colour array
13 Minutes Ago
merge from skinviewer_easter
14 Minutes Ago
Updated bunny costume skinviewer BC settings
23 Minutes Ago
material order fix.
37 Minutes Ago
Compile fix
40 Minutes Ago
Adding a test step
40 Minutes Ago
merging medical syringe updates from refresh branch
47 Minutes Ago
kind of hacky BC fix to allow scaling BC without breaking the positions of chains - adjusts LengthModifier by inverse of minimum lossyScale to simulate larger in WS to cancel out the incorrect scale when adjusting transforms in LS with bonestates - need a more legitimate fix for VMs as I hadn't realised how much scale was effecting it
48 Minutes Ago
Merge from main
56 Minutes Ago
fixed material order on lod3
59 Minutes Ago
Merge from voice_delay_fix
1 Hour Ago
Codegen
1 Hour Ago
Merge from main
1 Hour Ago
Possible solution to voice latency that occurs after long playtimes Add voice.bufferResetThreshold convar, takes a value in seconds. If the stored amount of voice data is greater than this duration then we skip most of the stored voice data to catch up Defaulting to 3.5s, can be 0-5s (the max amount of data we store) If it's set to 0 disable this fix entirely Print a client log when this happens, would like to know if it works
1 Hour Ago
Remerge of 147094 - Merge: from projectileweaponmod_allocs
1 Hour Ago
Merge: from projectileweaponmod_allocs - Optim: removed allocations related to ProjectileWeaponMod.Sum/Mult/Min/Max/Avg and their callers Tests: used a modded AK to kill a scientist
1 Hour Ago
merge from new_console-ui
1 Hour Ago
Clean: ProjectileWeaponMod.Mult - use 1 as hardcoded default value They've been manually specified as 1 everywhere, seems a bit redundant Tests: compiles
1 Hour Ago
Fixed TAB not taking the first option in the console
1 Hour Ago
Merge from light_toggle_radial_bind_workaround
1 Hour Ago
Optim: cache all selectors that are used in mod value aggregations Tests: got shot by a scientist. killed them with a fully modded ak
1 Hour Ago
merge from useplayerupdatejobs3
1 Hour Ago
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1 Hour Ago
Ensure last grounded position in parallel checks is written immediately before rewriting in air state - all new consistency tests pass now
1 Hour Ago
Bunny suit skin viewer update
1 Hour Ago
Add achievement grant for hackable crates, add it for ghost ship crates.
1 Hour Ago
Add achievement stat tracking for consumables, add it to coconuts.
1 Hour Ago
Phonebooth updates - Added bespoke player pose - Adjusted phone position and line renderer postion in phonebooth prefab - Hooked up in player animator
1 Hour Ago
guitar position update
1 Hour Ago
Potential workaround for needing a separate bind for new light toggle radial functionality to work correctly.
1 Hour Ago
Industrial Shelves; - Game models updated - Material updated - Added stand in textures - Icons updated - Shallow wall prefab updated with updated prop render values
1 Hour Ago
merge from main
1 Hour Ago
Optim: reimplement projectile mod aggregators to be alloc free - added outstanding Avg, Min and Max helpers - all helpers are now generic, to support the 2 overloads we have - ripped out GetMods to avoid accidental reintroduction of allocs Still need to fix remaining dynamic callback creation Tests: got shot by a scientist
1 Hour Ago
merge from combat_knife_weapon_racks_rotation_fix
1 Hour Ago
merge from waterwheel_deployable
1 Hour Ago
merge from door_knocker_guide_mesh_fix
2 Hours Ago
merge from easter2026_dlc
2 Hours Ago
Fixing invisible male legs
2 Hours Ago
Removed Old Small Kitchen Cabinet Blockout Models and Folders
3 Hours Ago
Merge from monument_notification_sounds
3 Hours Ago
Clean: simplify ProjectileWeaponMod code - get rid of 0 as default arg - mini bugfix: hook up bypassModToggles in one of Sum overloads - added non-GC mul and sum, but not plugged in yet Tests: compiles
3 Hours Ago
- Run Clean Entity Labels - Deleted and readded OilRigResetNotification from prefab to get rid off serialized data pertaining to entities. S2P both oil rigs - Rebuild manifest and commit associated prefab changes
3 Hours Ago
Adjusted I/O back to where it was previously before downscaling
3 Hours Ago
3p medical syringe anim updates to match new viewmodel anims
3 Hours Ago
Fix Outline Bunny suit WM mesh and prefab
3 Hours Ago
medical syringe wounded animation update + audio event check
4 Hours Ago
Merge from main
4 Hours Ago
merge from new_console-ui
4 Hours Ago
merge from main
4 Hours Ago
Fixed recents items/vehicles acting weird, switched to a list