132,084 Commits over 4,232 Days - 1.30cph!

60 Days Ago
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60 Days Ago
Merge: from main
60 Days Ago
Merge: from storetakeover_icons - Storetakeovers and related resources now can be dynamically loaded/unloaded Tests: navigated through the store and inventory while taking memory snapshots
60 Days Ago
Merge: from merge_with_atlas - General improvements to editor workflow - Fixing outstanding bugs and TODOs - Updated all assets again to catch up with atlas work Tests: navigated through the store and inventory while taking memory snapshots
60 Days Ago
RPG Incendiary Ammo - Changed models import settings
60 Days Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
60 Days Ago
merge from naval_update
60 Days Ago
merge from main
60 Days Ago
ResetStaticFields on LightLOD
60 Days Ago
RPG High Velocity Ammo - Added models textures and materials
60 Days Ago
more floating walkways work on set dressing refining floating_city_2 layout
60 Days Ago
Merge from main
60 Days Ago
Much better near and far distances when dealing with the boat coordinator Debugging
60 Days Ago
Connected both water catchers to the water barrel in the farm barge
60 Days Ago
more floating walkways work on set dressing
2 Months Ago
remplaced mesh colliders with primitive
2 Months Ago
Clean: replace a path with a named constant Tests: editor compiles
2 Months Ago
Clean: remove dead UI_Store::overlayPages variable Tests: editor compiles
2 Months Ago
Updating texture bundles to enable texture streaming on all skins
2 Months Ago
Merge from parent
2 Months Ago
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
2 Months Ago
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
2 Months Ago
Fixed mess table static prefab not being mountable
2 Months Ago
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
2 Months Ago
Update: don't open first tab during UI_Store warmup Helps avoid early bundle loads Tests: interacted with the store in editor
2 Months Ago
Bugfix: fix NRE when clicking packs on DLC screen - DLC screen now uses path proxies for prefabs - also fixed database backend not tracking release refcount properly (funny I made this mistake twice >.>) The overlay prefabs are assigned to ui/store.bundle, which when unloaded breaks the stored reference. Tests: in editor navigated to dlc page and tried clicking on all tiles - all opened as pages
2 Months Ago
Merge from boat_building
2 Months Ago
Fix cannons using the wrong dismount points when on a boat
2 Months Ago
merge to naval_update
2 Months Ago
fixed BP fragment clipping inside desk at air field s2p
2 Months Ago
sewer banch BP clipping fix
2 Months Ago
sewer branch BP single pickup fix s2p
2 Months Ago
fixed excavator coal_pile out of terrain on certain seeds
2 Months Ago
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2 Months Ago
Reduce cannon ball damage
2 Months Ago
merge from halloween2025
2 Months Ago
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2 Months Ago
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2 Months Ago
Fix missing boat building station deployment mesh
2 Months Ago
Removed MonumentInfo component from floating city 1 and 2 scenes
2 Months Ago
Update: activate path proxies for UI - fix a bug with UI_SteamInventory using released textures This CL breaks prefab and texture dependencies. Going to validate standalone next Tests: using bundle backend, interacted with store in editor
2 Months Ago
merge from filefix, fixed the erroneously commited files (ground plants etc)
2 Months Ago
fixed erroneously committed files
2 Months Ago
merge from main
2 Months Ago
boat building station collision mesh + prefab update
2 Months Ago
adjusted rpg incendiary ammo model rotation
2 Months Ago
replacing outboard motor hierarchy scaling with mesh import scaling
2 Months Ago
merge from naval_update
2 Months Ago
RPG7 - updated blockout mesh
2 Months Ago
Removed monument info on floating city prefab. Its landmark was being added to TerrainPath and isn't cleaned up when the floating city is killed by the deep sea wipe, causing NREs later Also added a null check in MapView.SetupMonuments