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154,374 Commits over 4,536 Days - 1.42cph!

Yesterday
Optim: have HttpImage unload their images when store tabs are hidden Need to go through all the screens and verify they get unloaded correctly Tests: inspected general tab's grid contents while being ingame and toggling menu
Yesterday
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
Yesterday
Improve the warning if the spatial network grid IDs will overlap the reserved room ids - change the encoding from hardcoded values to constants (confirmed behavior is identical)
Yesterday
protection setup on rocks and foundations
Yesterday
deformation protection - pre-baked static protection from topology and spawned rocks - entity-provided protection from foundations
Yesterday
Make room network group IDs static similar to the other reserved values instead of instance field - first 1024 IDs are for global groups - last 6.5M IDs reserved for base occlusion
Yesterday
Merge from distance2d_fix
Yesterday
holster update
Yesterday
Skip the Y component subtract in Vector3Ex.Distance2D
Yesterday
flexbox_outofrange_nre -> main
Yesterday
armoured ladder hatch gibs
Yesterday
Fix Flexbox Out of Range error
Yesterday
- Fix Distance2D methods in BaseEntity returning 3D rather than 2D distance. Replace usages of these with the 3D distance to not change previous behaviour, all look like they work well enough despite having used 3D distance all along - Change Distance2D in Vector3Ex to return Magnitude2D of both vectors rather than the 3D distance calculation with discarded Y components. Remove the "replace this" comment
Yesterday
Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity) - used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks - get rid of needing to register all faces explicitly in SaveRestore & copy paste
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