195,255 Commits over 4,079 Days - 1.99cph!

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Ensure assembly resolver is disposed of properly. Prevents our stream from staying open and throwing copy errors.
New Weaver (Build & Editor) More reliable editor behaviour when swapping between build define symbols and scripts Some weaver cleanup and renaming
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Store progress: pack pages, featured pack system
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merge from main/sound_misc_may_2025
Today
merge from main
Today
water light/med footsteps use foostep-med sound template
Today
fix water jump start/land effect prefabs not playing sounds
Today
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Merge from catabees
Today
Fixes
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remove Bush from validImpactLayers on player_model BaseFootstepEffects (fixes wood footsteps playing when ray trace hits the collider that hides bushes under construction)
Today
Fix compile errors
Today
UIVol mixer parameter (missed file for CS 122467)
Today
reduce falloff distance on compound bow handling sounds
Today
molotov uses correct 3p deploy and aim sounds
Today
Prototype showing party members at the top of the friends menu - hacked friend code slightly to make it work - will integrate with friend code properly if it's confirmed to live in friend menu - subscribe to a bunch of "OnLobbyMemberChanged" hooks to ensure the UI updates when players join / leave the party - refactor LobbySystem class so all logic has to pass through it instead of directly accessing steam's lobby class
Today
game volume slider also affects ui sounds
Today
merge from main
Today
Menu header buttons juice
Today
Abyss Containers - Tweaked textures and seaweed on the vertical version. Added horizontal version as a copy of wicker barrel, updated model and textures to the proper ones, setup prefab with materials and seaweed, setup wind shader support for both variants, created new seaweed material with different wind shader parameters, re-ran manifest
Today
Added support for animation curve easing in FlexTransition
Floating city greybox progress
Today
Update RPG Launcher model Added a few new sequences to map to view model activities, fixing the muzzle flash when drawing the weapon or when player shoots it Remove game_text debug prints Added Color:Copy method (Community Contribution) Truncate killfeed names to 512 bytes to prevent overflows Lets try registering private animation events as client events too Removing more unused convars mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack Removing more unused convars mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal Remove more unused convars mp_forcerespawn, mp_fraglimit
Today
Catapult bee impact
Today
Setup collision & layers when finishing boat building, fixes a bunch of issues and player built boats now interact with other physics vehicles. Test changes on just hull_square for now. Added BoatBuildingBlock.
Today
Refactoring, added store item grid
Today
Code refactor: - Changed to using string interpolation instead of concatenation. - Use StreamWriter instead of File.appendAllText. - Moved string creation process from LateUpdate to StopLogging to reduce GC. - Call StopLogging in OnDestory().
Today
updated small bullet container now has lods - uses MeshLod Reduced texture sizes
syncvar_fixes -> main
Today
Added back SpatialEnvironmentVolumePass changes after merge
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added new spoiled produce model, lods and textures updated prefab
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Continung placing floating walkways into level
Today
Merge from main
Today
Continuing work on floating walkways kit. Adding floats, first pass texture exploration.
Today
Subtractive Merge: 122426 (New environment volume lodding was causing issues on world gen, reverting for now)
Floating city greybox update
Today
missed some files
Today
Changed EnvironmentVolume back to a MonoBehaviour and added a separate component EnvironmentVolumeLOD to control the culling
Today
spotlights blockout and prefabs
Today
General store grid setup, overlay page spawn
Setter protection (catches null value set on the client)
Today
iv stand meta files and texture tweaks
Today
Enable convex colliders and create custom placeholder collision where needed, to eliminate rigidbody issues/warnings.
Today
Spamming wooden barriacdes in front of trains no longer grinds them to a hault
More intelligent weaving behaviour - if in client mode then skip the process entirely.