130,911 Commits over 4,232 Days - 1.29cph!

45 Days Ago
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
45 Days Ago
Update: don't open first tab during UI_Store warmup Helps avoid early bundle loads Tests: interacted with the store in editor
45 Days Ago
Bugfix: fix NRE when clicking packs on DLC screen - DLC screen now uses path proxies for prefabs - also fixed database backend not tracking release refcount properly (funny I made this mistake twice >.>) The overlay prefabs are assigned to ui/store.bundle, which when unloaded breaks the stored reference. Tests: in editor navigated to dlc page and tried clicking on all tiles - all opened as pages
46 Days Ago
Merge from boat_building
46 Days Ago
Fix cannons using the wrong dismount points when on a boat
46 Days Ago
merge to naval_update
46 Days Ago
fixed BP fragment clipping inside desk at air field s2p
46 Days Ago
sewer banch BP clipping fix
46 Days Ago
sewer branch BP single pickup fix s2p
46 Days Ago
fixed excavator coal_pile out of terrain on certain seeds
46 Days Ago
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46 Days Ago
Reduce cannon ball damage
46 Days Ago
merge from halloween2025
46 Days Ago
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46 Days Ago
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46 Days Ago
Fix missing boat building station deployment mesh
46 Days Ago
Removed MonumentInfo component from floating city 1 and 2 scenes
46 Days Ago
Update: activate path proxies for UI - fix a bug with UI_SteamInventory using released textures This CL breaks prefab and texture dependencies. Going to validate standalone next Tests: using bundle backend, interacted with store in editor
46 Days Ago
merge from filefix, fixed the erroneously commited files (ground plants etc)
46 Days Ago
fixed erroneously committed files
46 Days Ago
merge from main
46 Days Ago
boat building station collision mesh + prefab update
46 Days Ago
adjusted rpg incendiary ammo model rotation
46 Days Ago
replacing outboard motor hierarchy scaling with mesh import scaling
46 Days Ago
merge from naval_update
46 Days Ago
RPG7 - updated blockout mesh
46 Days Ago
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later Also added a null check in MapView.SetupMonuments
46 Days Ago
updated strair block pivots to be centered on block created convex box colliders and prevent movement collider, gibs bounds updated
46 Days Ago
exported small engine anims
46 Days Ago
Fixed rain not working in deep sea because of thunder not being deep sea aware (Effects still not working as they are spawning 500m up in the sky)
46 Days Ago
merge from Charity_plushies
46 Days Ago
plushie volumes
46 Days Ago
gameplay pass
46 Days Ago
Merge from parent
46 Days Ago
Merge from cannon_improvements
46 Days Ago
Merge from parent
46 Days Ago
Fixed deep sea weather state sharing the same instance as the main island weather state
46 Days Ago
Update: resave assets for ui/store.prefab - Still contains both path proxies and original objects, in case I'll need to chase up some sort of desync in upcoming test Tests: activated proxy path code and tested in editor(by inspecting prefabs and ensuring they assets) and non-bundle playmode(by going through a bunch of tabs in store)
46 Days Ago
Bugfix: avoid closing already-closed page This fixes an issue where we tried to unsub from dynamic bundle without loading it first Tests: started in editor and navigated to shop
46 Days Ago
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46 Days Ago
Buildfix: get rid of dead code call Tests: editor compiles
46 Days Ago
Bugfix: path migration fixes - get rid of UI_StoreItemOverlayPage paths, since they're not used atm and might not be needed - make sure Takeover's page prefab gets assigned the right bundle
46 Days Ago
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
46 Days Ago
merge from store_atlases/v2
46 Days Ago
Fixed some store blurry icons
46 Days Ago
Update: overwriting all modified assets with copy from main Tests: none, will upgrade them next
46 Days Ago
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46 Days Ago
Merge: from main Will need to copy all prefabs from main in next CL to ensure nothing's tarnished