138,462 Commits over 4,352 Days - 1.33cph!
Various code auto updates, part 5
Various code auto updates, part 4
Various code auto updates, part 3
Various code auto updates, part 2
Various code auto updates, part 1
Update to rps, victory and beat chest gestures
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
TMP auto upgrade (this needs applying upstream)
Baseline (ProjectVersion, Packages, MultiplayerManager)
easter wallpaper texture update
minor tiling fix on one of the easter wallpapers
added descriptions to all the wallpapers, engine file update
fixed bandit relaxed idle issues
merge from new_console-ui
Better background blur shader, only used by the F1 menu for now
fixed hand clipping on slot machine
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath
- Optim: skip unnecessary global occlusion group lookups
Tests: unit tests
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
some more model breakdown/rebuilding in prefabs
Increased size of triangle ladder hatch col.
Update: Jobs 3 - enable parallel sub updates switch
Tests: none, related unit tests pass
Update: pregenerate radius tile offset to avoid potential races
Tests: ran unit tests
merge from easter2026_dlc/bunny_bc
re-organizing prefabs and models
added some rope ladders on damaged side to climb back up the roof
many other tweaks
Added back error overlay toggle in the tools tab, it flips the convar
Fixed NRE when clicking on vehicle buttons in the main menu
Bugfix(tests): TestNew_LaggyTeleport - fix sleepers incorrect position after recent refactor
Tests: ran unit tests, they pass
Bugfix(tests): fix incorrectly converted TestNew_MoveOther spawn pos
Tests: ran unit tests, now only 1 failure
Mergee from chainsaw_hotspot_gathering
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
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
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
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)
Reorder samplePosition arguments to be consistent with unity
Further unify APIs, the navmesh class itself is not the only one that cares about native API calls
FIx compile error, further api unification
apartment wood stove update
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
Make recast API same as unity compatible API, remove implicit space transforms from recast api (will be in agent)
fixed 3p salvaged axe offset
Add "canMove" field to independant navmesh (tropical islands don't move so don't need the overhead)
Make sure we always go through the agent for navmesh queries, never use the static queries, this allows us to perform the coordinate space change necessary for moving navmeshes
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Assigned correct climb anims and polish pass
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