140,458 Commits over 4,352 Days - 1.34cph!

Yesterday
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
Yesterday
merge from wakeaiz_tickrate_optim
Yesterday
Merge: from remove_clear_from_unsub - Optim: speed up unsubbign from network groups by skipping clearing their entities from the queue Tests: teleported around 2.5k procgen map
Yesterday
exported latest m16a2 viewmodel rig/anims
Yesterday
Optim: skip clearing entity queue when unsubbing from a network group Was originally done to help with old spectating logic, but it's now handled separately. Tests: teleported around on a 2.5k procgen map
Yesterday
drastically reduce tickrate of WakeAIZ when it becomes active, at worst this will add +10% to the sleepDelaySeconds (usually set to 30s) but will significantly reduce the perf impact of it
Yesterday
update render pipeline for renamed usings/objects
Yesterday
Bunch of fixes. Refactor some scrap cost calculation to include the salvage upgrade in a central location. Tech tree UI costs/values now reflect salvage upgrade effects.
Yesterday
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
Yesterday
merge from main
Yesterday
removed old premergeOct 25 anim controller
Yesterday
fixed toolgun offset issues
Yesterday
Wall alt versions. Scene backup.
Yesterday
merge from render_pipeline_testing
Yesterday
merge from main
Yesterday
Removed temporary materials. Started second pass on Kiosk A
Yesterday
merge from autoconnect_menu_fix
Yesterday
merge from main
Yesterday
Moved t+autobench switch after OnMenuLoaded as well
Yesterday
CurrentVersion.cs
Yesterday
Shotgun traps and flame turrets are destroyed on boat death
Yesterday
Meta files
Yesterday
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Yesterday
Various code auto updates, part 6 (third party)
Yesterday
Various code auto updates, part 5
Yesterday
Various code auto updates, part 4
Yesterday
Various code auto updates, part 3
Yesterday
Various code auto updates, part 2
Yesterday
Various code auto updates, part 1
Yesterday
Update to rps, victory and beat chest gestures
Yesterday
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
Yesterday
TMP auto upgrade (this needs applying upstream)
Yesterday
Baseline (ProjectVersion, Packages, MultiplayerManager)
Yesterday
easter wallpaper texture update
Yesterday
minor tiling fix on one of the easter wallpapers
Yesterday
added descriptions to all the wallpapers, engine file update
Yesterday
fixed bandit relaxed idle issues
Yesterday
merge from new_console-ui
Yesterday
Better background blur shader, only used by the F1 menu for now
Yesterday
fixed hand clipping on slot machine
2 Days Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
2 Days Ago
Optim: skip checking global occlusion groups for small and large network grid layers Players can only be on medium layer at the moment. Controlled by a UsePlayerOnlyOnMediumLayerShortcut compile switch Tests: ran unit tests
2 Days Ago
some more model breakdown/rebuilding in prefabs
2 Days Ago
Increased size of triangle ladder hatch col.
2 Days Ago
Update: Jobs 3 - enable parallel sub updates switch Tests: none, related unit tests pass
2 Days Ago
Update: pregenerate radius tile offset to avoid potential races Tests: ran unit tests
2 Days Ago
merge from easter2026_dlc/bunny_bc
2 Days Ago
re-organizing prefabs and models added some rope ladders on damaged side to climb back up the roof many other tweaks
2 Days Ago
Added back error overlay toggle in the tools tab, it flips the convar
2 Days Ago
Fixed NRE when clicking on vehicle buttons in the main menu