140,590 Commits over 4,352 Days - 1.35cph!

4 Days Ago
Moved t+autobench switch after OnMenuLoaded as well
4 Days Ago
CurrentVersion.cs
4 Days Ago
Shotgun traps and flame turrets are destroyed on boat death
4 Days Ago
Meta files
4 Days Ago
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4 Days Ago
Various code auto updates, part 6 (third party)
4 Days Ago
Various code auto updates, part 5
4 Days Ago
Various code auto updates, part 4
4 Days Ago
Various code auto updates, part 3
4 Days Ago
Various code auto updates, part 2
4 Days Ago
Various code auto updates, part 1
4 Days Ago
Update to rps, victory and beat chest gestures
4 Days Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
4 Days Ago
TMP auto upgrade (this needs applying upstream)
4 Days Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
4 Days Ago
easter wallpaper texture update
4 Days Ago
minor tiling fix on one of the easter wallpapers
4 Days Ago
added descriptions to all the wallpapers, engine file update
4 Days Ago
fixed bandit relaxed idle issues
4 Days Ago
merge from new_console-ui
4 Days Ago
Better background blur shader, only used by the F1 menu for now
4 Days Ago
fixed hand clipping on slot machine
4 Days Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
4 Days 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
4 Days Ago
some more model breakdown/rebuilding in prefabs
4 Days Ago
Increased size of triangle ladder hatch col.
4 Days Ago
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
4 Days Ago
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
4 Days Ago
merge from easter2026_dlc/bunny_bc
4 Days Ago
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
4 Days Ago
Added back error overlay toggle in the tools tab, it flips the convar
4 Days Ago
Fixed NRE when clicking on vehicle buttons in the main menu
4 Days Ago
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor Tests: ran unit tests, they pass
4 Days Ago
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos Tests: ran unit tests, now only 1 failure
4 Days Ago
Mergee from chainsaw_hotspot_gathering
4 Days 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)
4 Days Ago
Fix NRE when attacking resources with explosives
4 Days 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
4 Days 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
4 Days Ago
Silly horse mask repose/partial prefab setup
4 Days Ago
Merge from main
4 Days 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)
4 Days Ago
Reorder samplePosition arguments to be consistent with unity
4 Days Ago
Further unify APIs, the navmesh class itself is not the only one that cares about native API calls
4 Days Ago
FIx compile error, further api unification
4 Days Ago
apartment wood stove update
4 Days Ago
Make everything go through the same code path instead of each calling the base API, to make it easier to apply changes in one place
4 Days Ago
Make recast API same as unity compatible API, remove implicit space transforms from recast api (will be in agent)
4 Days Ago
fixed 3p salvaged axe offset
4 Days Ago
Add "canMove" field to independant navmesh (tropical islands don't move so don't need the overhead)