140,296 Commits over 4,352 Days - 1.34cph!

6 Hours Ago
Wall alt versions. Scene backup.
6 Hours Ago
merge from render_pipeline_testing
6 Hours Ago
merge from main
6 Hours Ago
Removed temporary materials. Started second pass on Kiosk A
6 Hours Ago
merge from autoconnect_menu_fix
6 Hours Ago
merge from main
6 Hours Ago
Moved t+autobench switch after OnMenuLoaded as well
Today
CurrentVersion.cs
Today
Shotgun traps and flame turrets are destroyed on boat death
Today
Meta files
Today
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Today
Various code auto updates, part 6 (third party)
Today
Various code auto updates, part 5
Today
Various code auto updates, part 4
Today
Various code auto updates, part 3
Today
Various code auto updates, part 2
Today
Various code auto updates, part 1
Today
Update to rps, victory and beat chest gestures
Today
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
Today
TMP auto upgrade (this needs applying upstream)
Today
Baseline (ProjectVersion, Packages, MultiplayerManager)
Today
easter wallpaper texture update
Today
minor tiling fix on one of the easter wallpapers
Today
added descriptions to all the wallpapers, engine file update
Today
fixed bandit relaxed idle issues
Today
merge from new_console-ui
Today
Better background blur shader, only used by the F1 menu for now
Today
fixed hand clipping on slot machine
Today
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
Today
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
Today
some more model breakdown/rebuilding in prefabs
Today
Increased size of triangle ladder hatch col.
Today
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
Today
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
Today
merge from easter2026_dlc/bunny_bc
Today
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
Today
Added back error overlay toggle in the tools tab, it flips the convar
Today
Fixed NRE when clicking on vehicle buttons in the main menu
Today
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
Today
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
Mergee from chainsaw_hotspot_gathering
Today
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)
Fix NRE when attacking resources with explosives
Today
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
Today
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query
Silly horse mask repose/partial prefab setup
Merge from main
Today
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)
Today
Reorder samplePosition arguments to be consistent with unity
Today
Further unify APIs, the navmesh class itself is not the only one that cares about native API calls