126,074 Commits over 4,171 Days - 1.26cph!

4 Minutes Ago
cherry pick query vis optimizations
5 Minutes Ago
neck_stuck_debug -> main
5 Minutes Ago
Add playermodel.debugheadbug to attempt to try to get to the root cause of this head locking bug
8 Minutes Ago
merge from meta_shift/loot
11 Minutes Ago
recycler added to dome green card puzzle room
20 Minutes Ago
Fixed CoverImage uv issues when using textures instead of sprites
22 Minutes Ago
More mountable static props added (WIP). Rejigged floating walkway stairs collision to be more easibly ascendable from the water.
50 Minutes Ago
Switched out dropdown item type selector for a list with updated styling
52 Minutes Ago
Update: FilySystemBackend supports "dynamic" asset bundles - updated store overlay pages to use it Was able to succesfully load up Abyss store page, observed no stutters. Confirmed with memory profiler that abyss textures were loaded only on entering the page, but discovered that they remain afterwards despite unload (as they're still owned by asserscenes.bundle somehow) despite ui/store.bundle being unloaded. That'll be next. Tests: used both normal and bundle backends in editor and navigated to Abyss page. Built a debug client and navigated to Abyss page, took snapshots. Built Release client to see if stutters are present.
1 Hour Ago
Atlases cleanup, fixes
1 Hour Ago
Don't keep count of processed transforms, they no longer vary. Reset pendingTransforms to avoid domain reload issues.
1 Hour Ago
Restored missing assets on exhibit decor pack and floorpaper pages
1 Hour Ago
merge from meta_shift
1 Hour Ago
meta_shift/loot -> meta_shift
1 Hour Ago
merge from burst_1_8_25/determinism - brings erosion determinism and some jobified heightmap/topology sampling determinism
1 Hour Ago
Add import/export/reset buttons under the preview crosshair Reset button loads default crosshair settings
1 Hour Ago
water treatment plant puzzle update s2p
2 Hours Ago
updated trainyard puzzle s2p
2 Hours Ago
powered_water_purifier_pickup_fix -> main
2 Hours Ago
Fixed not being able to pickup the powered water purifier even when its empty
2 Hours Ago
Fixed jungle building skin sprite atlas not referencing the right folder
2 Hours Ago
Fixed bad merge on UI_Settings.cs
2 Hours Ago
merge from main
2 Hours Ago
browser_scroll_bug_fix -> main
2 Hours Ago
sewer branch puzzle update s2p
2 Hours Ago
Some more changes to try and get browser scrollview to work properly
2 Hours Ago
Bugfix: fix UI_Takeover overriding with null values Tests: ran in editor
2 Hours Ago
merge from main
2 Hours Ago
merge from menu_warmup_fixes
2 Hours Ago
merge from main
2 Hours Ago
powerplant puzzle update
2 Hours Ago
Store DLC tab ref fixes
3 Hours Ago
Compressed some ui assets, fixed some refs
3 Hours Ago
Fixed some texture refs not using sprites
3 Hours Ago
Rebase on /main
3 Hours Ago
Fixed soundtrack dlc page still referencing some assets
3 Hours Ago
updated silo puzzle, adding blueprint fragment spawner - will revisit as this puzzle setup is strange s2p
3 Hours Ago
military tunnel advance fragment spawner military tunnel puzzle should now ignore players above ground pausing the reset
3 Hours Ago
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3 Hours Ago
Removed mipmap on more store stuff
3 Hours Ago
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4 Hours Ago
launch site puzzle advanced fragment spawn added advanced blueprint fragment pickup entity s2p
4 Hours Ago
Flags can now be raised and lowered. Initial animation controller, states, transitions, params.
4 Hours Ago
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4 Hours Ago
Optimize query vis job runner: - Enable burst on existing query vis jobs - Don't immediately complete jobs, let query vis be delayed by a frame.
4 Hours Ago
harbor_2 puzzle update
4 Hours Ago
harbor_1 puzzle update