140,461 Commits over 4,352 Days - 1.34cph!

2 Days Ago
bunch of client preproc guards
2 Days Ago
Updating bunny suit female settings
2 Days Ago
Updating bunny suit burst cloth settings
2 Days Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
2 Days Ago
merge from wakeaiz_tickrate_optim
2 Days Ago
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
2 Days Ago
exported latest m16a2 viewmodel rig/anims
2 Days Ago
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
2 Days Ago
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
2 Days Ago
update render pipeline for renamed usings/objects
2 Days Ago
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.
2 Days Ago
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
2 Days Ago
merge from main
2 Days Ago
removed old premergeOct 25 anim controller
2 Days Ago
fixed toolgun offset issues
2 Days Ago
Wall alt versions. Scene backup.
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
merge from main
2 Days Ago
Removed temporary materials. Started second pass on Kiosk A
2 Days Ago
merge from autoconnect_menu_fix
2 Days Ago
merge from main
2 Days Ago
Moved t+autobench switch after OnMenuLoaded as well
2 Days Ago
CurrentVersion.cs
2 Days Ago
Shotgun traps and flame turrets are destroyed on boat death
2 Days Ago
Meta files
2 Days Ago
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2 Days Ago
Various code auto updates, part 6 (third party)
2 Days Ago
Various code auto updates, part 5
2 Days Ago
Various code auto updates, part 4
2 Days Ago
Various code auto updates, part 3
2 Days Ago
Various code auto updates, part 2
2 Days Ago
Various code auto updates, part 1
2 Days Ago
Update to rps, victory and beat chest gestures
2 Days Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
2 Days Ago
TMP auto upgrade (this needs applying upstream)
2 Days Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
2 Days Ago
easter wallpaper texture update
2 Days Ago
minor tiling fix on one of the easter wallpapers
2 Days Ago
added descriptions to all the wallpapers, engine file update
2 Days Ago
fixed bandit relaxed idle issues
2 Days Ago
merge from new_console-ui
2 Days Ago
Better background blur shader, only used by the F1 menu for now
2 Days Ago
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