136,525 Commits over 4,324 Days - 1.32cph!

7 Days Ago
3p poker anims
7 Days Ago
Component Box Ammo - Updated model and placeholder textures, split materials, others
7 Days Ago
BBS prefab fix
7 Days Ago
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7 Days Ago
Hookl up umbrella collider state toggling
7 Days Ago
cleaned up ApplyCorrectionForces a bit
7 Days Ago
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7 Days Ago
merge from parent
7 Days Ago
More monument blocker blockout progress
7 Days Ago
proprenderer_print_log_fix -> main
7 Days Ago
merge from main
7 Days Ago
Wrap proprenderer editor stuff in UNITY_EDITOR Try checking EditorApplication.isPlaying as well
7 Days Ago
removed another deeper nested duped IsValid check on the entity
7 Days Ago
pt_boat_turret_seat_angle_fix -> main
7 Days Ago
remove duplicated unity-null check in StorageFuelSystem, replaced with IsRealNull usage as GetFuelContainer ensures entityref returns a valid result or true null
7 Days Ago
Compile fix
7 Days Ago
merge from artist_pack_dlc 141826
7 Days Ago
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
7 Days Ago
Fixed large ligth up frame and small and large ornate frames not deployable on some wall grades
7 Days Ago
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
7 Days Ago
Updating skinning for grass underwear
7 Days Ago
Paintball Gun - added paintball ammo icon
7 Days Ago
Prevented NaN propagation within shadow sampling, as there was a case where the perspective divide would divide by zero
7 Days Ago
BBQ - updated rigged file with latest mesh, updated prefab
7 Days Ago
Merging from main to verify pipeline results
7 Days Ago
artistcanvas paintable source is now lod0 instead of parentgroup so not all lods are displaying in the paintscene
8 Days Ago
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8 Days Ago
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8 Days Ago
Fix crash from unclamped indices when batch fetching flow directions.
8 Days Ago
Merge from main
8 Days Ago
Merge from naval_update
8 Days Ago
Merge from main
8 Days Ago
Enlarge props_culled_base culling bounds on Y axis on all three oil rig feet, fixes junkpiles getting culled while players were standing on them (as they were just outside of the bounds) S2P all floating cities
8 Days Ago
Merge: from serverprofiler_codeapi - New: immediate mode profiling API for capturing specific regions of code. servervars to control it in "profile" group - Unit tests covering all new logic Tests: compile test + ran unit tests
8 Days Ago
Merge: from main
8 Days Ago
Update: update ServerProfiler.Core bins to Release - built on 2a311df Tests: ran all server profiler unit tests
8 Days Ago
Update: add profile.ImmediateModeEnabled feature flag - codegen + unit test Turns off all managed-side logic for new API Tests: ran unit tests
8 Days Ago
Update: introduce export interval (profile.ExportIntervalS, defaults to 30m) + ability to reset the interval (profile.ResetExportInterval) - codegen and extra unit tests Tests: unit tests
8 Days Ago
Bugfix: ProfileExporter.JSON can now export 0-frame main thread profiles Test: ran previously failing unit tests, checked their exported files - all's gud
8 Days Ago
Align terrain vertices with texel corner to match unity
8 Days Ago
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8 Days Ago
Update: immediate mode API improvements - debug windows binary built from 2a311dfb - ScopeRecorder automatically exports to json and cleans up recorder state - added RecordScopeIfSlow(..., TimeSpan, ...) API, same as above except exports only if there was a delay - updated unit tests since some scenarios are now impossible Need to fix export next, wrap it with a couple server vars and update to release bins - then it's done Tests: ran most of the unit tests (stress tests skipped as they would overflow with export tasks)
8 Days Ago
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Merge from artist_pack_dlc