202,563 Commits over 4,171 Days - 2.02cph!

Yesterday
Jungle ak viewmodel - fix for ads dryfire
Yesterday
Merge fixes from /indirect_instancing
Yesterday
Rebase on /main
Yesterday
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
Yesterday
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Yesterday
decor_lighting_dlc -> main
Yesterday
Deployable snapping for the table lamp
Yesterday
Deployable snapping for the Mannequin
Yesterday
Added snapping to the spotlight
Yesterday
Added snapping support to the two types of beanbag
Yesterday
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Yesterday
merge from decor_lighting_dlc/gameplaypass
Yesterday
merge from decor_lighting_dlc
Yesterday
viewmodel chainsword update attack animation edits
Yesterday
merge from ui_mipmaps_fixes
Yesterday
Wheat icon mipmap group set to UI
Yesterday
merge from main
Yesterday
Merge: from baseplayer_serverupdateparallel - Bugfix: UsePlayerUpdateJobs 1/2 - players no longer randomly start swimming when parented to entities Tests: loaded map from AU Prem 1 and went on to excavator - no longer swimming
Yesterday
Merge: from main
Yesterday
merge from decor_lighting_dlc
Yesterday
Fixed string lights with no wire slack looking terrible
Yesterday
merge from stringpool_warnings_investigation
Yesterday
More farm barge set dressing
Yesterday
Apply the stringpool fix to ~20 more entities
Yesterday
merge from main
Yesterday
Fixed fairy and string lights wire thickness causing issues when not using wire slack
Yesterday
merge from naval_update/deep_sea
Yesterday
Fixed deep sea spawning erroring on other scenes
Yesterday
Clean: Replace persistent native WaterFactorCache with transient native allocs This is slower, but it's not the hot path and it simplifies code and avoids polluting intellisense. Tests: ran unit tests
Yesterday
Disabled deep sea island spawning on that branch, its causing errors when entering play mode from other scenes than Craggy
Yesterday
merge fix_static_respawn_areas to main
Yesterday
Bugfix: UsePlayerUpdateJobs 1/2 - use world pos/rots when running water queries Previously it used local pos/transf, which was incorrect when parenting happened (excavator as example). Tests: jumped on excavator, validated that the water queries are running in the right location with UsePlayerUpdateJobs 2
Yesterday
Removed sound player on chandelier guide
Yesterday
stricter table lamp placement Prevent table lamp roof camping https://files.facepunch.com/Alistair/127/08/2025/7I75/Unity_tijA5LpN32.png
Yesterday
merge from main
Yesterday
Fix static respawn areas no longer showing up after optimizing player bags.
Yesterday
Set dressing on farm barge WIP. Static version of lantern prefab.
Yesterday
candeller crafting pass
Yesterday
Added a collider on the game trace layer to spotlights
Yesterday
Chandelier world model fixes
Yesterday
Chandelier not deployable on deployed layer Some tweaks to fluorescent light deploy volumes
Yesterday
additonally wall cabinet socket check to prevent placement/blocker windows
Yesterday
wall cabinet not in water check
Yesterday
wall cabinet: stricter placement Ground watch update - missing vehicle large No longer researchable
Yesterday
rhib crane wip textures
Yesterday
Updated leather beanbag chair pickup, no longer fabric
Yesterday
beanbag crafting pass beanbag volume updates
Yesterday
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Yesterday
mannequin: low health Slightly more agressive placement checks crafting pass desc update No longer researchable
Yesterday
merge from main