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154,360 Commits over 4,536 Days - 1.42cph!

Yesterday
wip test fixes
Yesterday
merge from painting_fixes
Yesterday
Update doors to only call into base occlusion when their open/closed state is changed (via flags) instead of needing to remember 3x different places it called into base occlusion
Yesterday
Add a neutral light option in the painting ui, accessible behind a convar `paint.neutralLighting` - only works with rrp enabled - overrides all light settings to a neutral studio light so current scene lighting conditions do not affect the preview object
Yesterday
Updating frog rig skinning
Yesterday
Add achievement for distance travelled via vine swinging Add dictionary for lifestory generic stats for faster setting and value lookup Make genericStatKey on LifeInfographicStat non serialized as it's only ever set at runtime
Yesterday
Optim: HttpImage - mode texture decoding to worker threads - added WebUtil.DownloadTextureTemp that uses DownloadHandlerTexture - disabled texture activation rate limit Now only a tiny hitch is present Tests: navigated to store General tab
Yesterday
Optimised squirrel mesh and added LODs. updated squrrel textures and set up new material. moved old textures
Yesterday
Cleanup network subscription logic so it all happens in a single place
Yesterday
Codegen
Yesterday
Set titles per controller/platform vdf set
Yesterday
Merge from main
Yesterday
merge from halloween_costume_2026
Yesterday
changed name of skull wall torch to skull wall lamp
Yesterday
merge from automated_testing
Yesterday
Fix for triangle foundations connecting buildings together when only touching at a corner
Yesterday
wip ladder updates
Yesterday
kill existing turns when toggling turn in place off through convar
Yesterday
exported latest frog anims
Yesterday
Merge from main
Yesterday
Updating triangle ladder hatch rig
Yesterday
Fix up import settings on sandbags pillbox collider, enable RW
Yesterday
- When stirring the generator you're now mounted (just at current standing position) - When letting go of E stop the mounting - Show 'no electricity status' if stirred but no power
Yesterday
Optim: HttpImage - rate limit texture activation rate (2 per frame) Helps with General tab opening, but feels too limiting Tests: navigated to general tab of store
Yesterday
Halloween Wallpapers - initial setup
Yesterday
merge from main
Yesterday
Update method to check whether a deployable can be placed on boats, now that window and door dressing sockets are supported Testlist
Yesterday
Fixing LOD numbering on ladder hatch
Yesterday
Improve test runner window filtering of editor and runtime tests Categories can now exist in both tabs if they have both types of tests (fixes Deployable category disappearing from editor tab because it recently had a few runtime tests added)
Yesterday
merge from painting_fixes
Yesterday
add Swap Seats to all vehicle based action sets with consistent button bind.
Yesterday
painting fixes/improvements - add colour wheel option to neon signs - add largest size option to neon signs (25mm) - fix brush outline on ornate frames - add convar for toggling the brush outline to be more visible by inverting colours behind instead of projecting brush colour (default to true)
Yesterday
Add car reload action and remove menu gesture action.
Yesterday
Merge from more_rumble
Yesterday
Updating armoured ladderhatch rig
Yesterday
- Set up subsystem for machete and sword - Deleted HoldType.Machete.overrideController as no longer needed
Yesterday
merge from main
Yesterday
Update: Add HttpImage.MissingSprite - reroute all dynamic sprites to MissingSprite - added store.HttpImageFailLoads to simulate loading failure Tests: navigated store with failloads 1, skin tiles need fixing
Yesterday
Festive garlands now work on player built boats
Yesterday
Update rustnative libs for all platforms
Yesterday
Update rust native windows dll
Yesterday
Part 4/4
Yesterday
Part 3/4
Yesterday
Part 2/4
Yesterday
Bugfix(editor): StoreBundleTool - fix missmatching file extension, part 1/4 - ran Update Urls(force) Tests: navigated through store tabs, only 1 image failing to download
Yesterday
loop frog pose for anims
Yesterday
Add in a stir status panel showing if we are currently stirred or not
Yesterday
Added support for a RendererLOD to collapse if the only blocking component is a DeferredDecalComponent Tracks at which LOD levels the decal component was active and enables/disables a single component Should allow collapsing on an additional 5000 prefabs across the project, some of these are used in the train tunnels and repeated a lot so it could make a difference Also converted three train tunnel lights to MeshLOD
Yesterday
Added support for changing the number of depth bins per tile via the rendering debugger
Yesterday
Beginning to delete old player model animation content 7 weapon specific animation fbx's, each one verified as 0 usages 1 unused override controller (krieg shotgun)