156,525 Commits over 4,536 Days - 1.44cph!

2 Days Ago
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
2 Days Ago
Updating frog rig skinning
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Optimised squirrel mesh and added LODs. updated squrrel textures and set up new material. moved old textures
2 Days Ago
Cleanup network subscription logic so it all happens in a single place
2 Days Ago
Codegen
2 Days Ago
Set titles per controller/platform vdf set
2 Days Ago
Merge from main
2 Days Ago
merge from halloween_costume_2026
2 Days Ago
changed name of skull wall torch to skull wall lamp
2 Days Ago
merge from automated_testing
2 Days Ago
Fix for triangle foundations connecting buildings together when only touching at a corner
2 Days Ago
wip ladder updates
2 Days Ago
kill existing turns when toggling turn in place off through convar
2 Days Ago
exported latest frog anims
2 Days Ago
Merge from main
2 Days Ago
Updating triangle ladder hatch rig
2 Days Ago
Fix up import settings on sandbags pillbox collider, enable RW
2 Days Ago
- 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
2 Days Ago
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
2 Days Ago
Halloween Wallpapers - initial setup
2 Days Ago
merge from main
2 Days Ago
Update method to check whether a deployable can be placed on boats, now that window and door dressing sockets are supported Testlist
2 Days Ago
Fixing LOD numbering on ladder hatch
2 Days Ago
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)
2 Days Ago
merge from painting_fixes
2 Days Ago
add Swap Seats to all vehicle based action sets with consistent button bind.
2 Days Ago
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)
3 Days Ago
Add car reload action and remove menu gesture action.
3 Days Ago
Merge from more_rumble
3 Days Ago
Updating armoured ladderhatch rig
3 Days Ago
- Set up subsystem for machete and sword - Deleted HoldType.Machete.overrideController as no longer needed
3 Days Ago
merge from main
3 Days Ago
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
3 Days Ago
Festive garlands now work on player built boats
3 Days Ago
Update rustnative libs for all platforms
3 Days Ago
Update rust native windows dll
3 Days Ago
Part 4/4
3 Days Ago
Part 3/4
3 Days Ago
Part 2/4
3 Days Ago
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
3 Days Ago
loop frog pose for anims
3 Days Ago
Add in a stir status panel showing if we are currently stirred or not
3 Days Ago
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
3 Days Ago
Added support for changing the number of depth bins per tile via the rendering debugger
3 Days Ago
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)
3 Days Ago
main -> biofuel_generator
3 Days Ago
country_selection_refresh -> main
3 Days Ago
Folder cleanup - Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder - Sword references correct files, testing and working