144,228 Commits over 4,413 Days - 1.36cph!

Today
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Today
Whoops added the "Create Centered Parent" into the ugui package instead of our other MenuItem scripts
Today
Update Steamworks API to version 1.64 rollback subchannel count, improve net channel self checks * Undo P2P changes
Today
Update large apartment with new positions
Today
Fix the large apartment prefabs centering
Today
More lighting
Today
exported edited 3p run anims for holdtypes starting with an E to H
Today
Use Application.installPath instead of Path.GetFullPath when downloading map files
Today
Use full path when loading workshop bundles
Today
Add "Create Centered Parent" GameObject menu item to fix off-center apartment children renders - built-in unity button was creating every empty parent at 0,0,0 of the parent apartment and using local position
Today
Added a gaussian blur to the EVSM shadows as part of the shadow caching process to improve the filtering
Today
Update: replace member variables with cacheline sized counterparts Didn't see any notable change in perf tests, but wouldn't hurt Tests: ran tests
Today
Better error log when ItemName is set wrong in ApprovedSkinInfo
Today
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Today
Merge: from pool_mt
Today
Merge: from pool_mt
Today
Merge: from pool_mt
Today
Update(tests): add a couple tests - Perf: AllocDeallocMPSCAtomicCounter - Unit: TestAllocWhenEmpty, TestFreeWhenFull Tests: ran tests
Today
Update bounds on apartment entities
Today
Fix `CalculateBounds()` encapsulating Vector3.zero for entities with non-centered children - only apply to the editor inspect menu "RecalculateBounds" button - don't apply to automatic recalculating of bounds
Today
Work on ceiling of penthouse, and bathroom. Enabled AO on medium apartment ceiling material.
Ball collision detection (against other bodies that arent walls) Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
Today
Undo centering of children of large apartment cupboards since it breaks placement inside the large apartment
Today
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Today
merge from main
Today
Fix camera jitter on mortar from eye pos always being 1 frame behind the mortar rotation, re-add lerping that ballista/cannons had. Bump up renderer bounds on mortar model again
Today
tertiary prefab variants for all remaining charms
Today
set lr300 and blowpipe to pushedout charm
Today
Updating industrial torch viewmodel fbx
Today
Switch out the entities in the large apartment
Today
Bump up mortar extents to prevent it from disappearing at some angles while looking around
Today
Manifest for new entities
Today
Create entity versions of the storage inside large apartments
Today
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
main -> game_room_dlc
- Add entity name and create/update distinction to Entities inbound profiling - Add packet profiling to GlobalNetworkHandler - Improve network profiler coverage for entity packets
Yesterday
Reapply 150883 "Add version printout to the server log file, was only on client before" It was nuked to oblivion in the great nav spam incident 2026
Yesterday
Fix mortar mount vs pickup annoying interaction Don't require looking at the usable primary collider to show the mount menu for mortars, it only makes sense for ballistas/cannons
Yesterday
some 64bit CEF stuff Remove 64bit srcds launcher from builds Temporarily roll back FRAGMENT_BITS * Testing for the P2P issue
Yesterday
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Yesterday
Merge from main/bowless_crossbow
Yesterday
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Yesterday
code support for tertiary charm prefab setup
Yesterday
Add the apartment furnace to the large apartment
Yesterday
Turn the wood stove in the large apartment into a furnace
Yesterday
Optimized the way the timer works for limiting the shadow caching framerate
Yesterday
merge from misc_vendingui_fixes
Yesterday
merge from mortar_prototype
Yesterday
merge from deployable_snapping_fix_3
Yesterday
Removed interleaved shadow rendering implementation as this is now handled via the framerate limiting. Also, added defaults for distance-based framerate limiting to be enabled by default when shadow caching is enabled.