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154,345 Commits over 4,536 Days - 1.42cph!

Today
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Today
Remove paintball gun anims
Only use steam queries when we cant find the answer in our cached lookup (stops us flooding the initial network requests)
Today
Added subsystems to knives and one handed melee weapons
Prevented throttled qsteam lookups from dumping alll the previous quick join results when they return. This was causing quick join to populate then empty out at random times
Today
Codegen
Today
Make sure that disabling room occlusion after enabling it cleans everything up - we want all face definitions to be destroyed after disabling so we can re-initalize everything properly - if initialization fails, only try once instead of getting stuck trying every frame
Fix the quick join menu not showing any entries
Today
ladder hatch updates
Today
merge from reactivetarget_rcturret_fix
Today
Fixed remotely controlled turrets not able to hit reactive targets with bows
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Add achievements for: - Putting a note in another players mailbox - Purchasing from the travelling vendor - Starting a satellite crash event
Today
Set all hatchets up with subsystems for better movement in locomotion
Today
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Yesterday
merge from Frog_Branch
Yesterday
merge from Jellyfish_branch
Yesterday
merge from jellyfish_movement -> Jellyfish_branch
Yesterday
alien costume description
Yesterday
Add base occlusion to runtime profiling so we can monitor how much main thread time it spends on room occlusion per frame
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