138,663 Commits over 4,324 Days - 1.34cph!

Yesterday
Added mount pose tooltips and headers in the BaseMountable inspector
Yesterday
clothing box - gibs
Yesterday
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
Yesterday
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses Set to false by default, enabled for rowboat and steering wheel
Yesterday
exported horse 3p idle anim and set 'mounted animation speed' to 1 in horseSaddle.prefab
Yesterday
▊▉▄▉▍▍▇▄▊▇▋▋▄▆▋▆▊▍▄▅▋▋▅▊ ▋▆ ▊▄▆▉
Yesterday
▅ ▆▇▇▉ ▄▌▉█ ▍▄▍ ▇▋▄▊▆▇ ▄▋▉▉▍▇ ▊▉▋█▍▋ ▍▍ ▉▊ ▆▇▅▇ ▇▄▄▋ ▊▊█▆
Yesterday
merge from shipping container optims branch
Yesterday
off_required_fix -> main
Yesterday
Fix off phrase being set to required
Yesterday
merge from main
Yesterday
better in-editor usability/visability of RconVars
Yesterday
added physics_used_memory profiler record for reading test: dry ran analytics with logs and we're getting expected byte values back from it
Yesterday
merge from boxes_dlc
Yesterday
made new prefab guides for explosives and comps so they have glass in the guide, and hooked up lod0s for guns, metal, scrap and stone instead of lod1 for guidemeshes
Yesterday
update from main
Yesterday
update from main
Yesterday
rebase on main
Yesterday
set 'mounted animation speed' to 1 in chair.icethrone prefab
Yesterday
Add error icon next to the domain reload toolbar toggle to make it more clear that it shouldn't be used in CLIENT or SERVER modes.
Yesterday
clothing box - lods
Yesterday
added packet batching and AuthToken to sent packets
Yesterday
Merge from main
Yesterday
Hook up forward drag display to boat building UI
Yesterday
exported ice throne 3p idle anim and enabled 'force idle animation' tick box in chair.icethrone prefab
Yesterday
Merge from main
Yesterday
quick fix to shop model
Yesterday
▄ ▆█▉▇█▋▍ ▅▍▅▌▌▊ ▅▋▌▉▆▇▍ ▍▇▌▄▆▉▋▉▍▄▌▊▍▌▅ ▌▍▋▋▇▆ ▅▊▆█▆▌
Yesterday
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
Yesterday
Reapply tutorial island mesh, apply correct orientation
Yesterday
work on prefab for rentable shop E
Yesterday
Merge: from serverprofiler_disable_memstates - Update: added extra safety try-finally Tests: none, trivial change
Yesterday
Update: missed an extra try-finally in perfsnapshot_stream Tests: none, trivial change
Yesterday
Merge: from main
Yesterday
Revert change to tutorial island mesh in #144520, it borked the island
Yesterday
Merge from tutorial_island_mesh_fix
Yesterday
Merge: from serverprofiler_disable_memstates - Bugfix for running multiple capture commands without waiting for completion of initial - Bugfix for memstats parsing exception (disabled memstats recording) Tests: couple 128mb perfsnapshot_stream in editor
Yesterday
Bugfix: perfsnapshot/_stream - set exportDone to false when starting recording - wrapped inner task logic into a try-finally to ensure exportDone latch is released Well this is a derp up, the safety latch was in place for a year but never worked because I never engaged it. Whoops. Tests: done perfsnapshot_stream 128mb as another one is exporting - no crash, got message
Yesterday
merge from main
Yesterday
Update: ServerProfiler.Core - disable system memory tracking - release binaries built from 25d14ef0 Its too unstable and overengineered, will rework later Tests: perfsnapshot_stream 128mb of data - no system memory tracks in json
Yesterday
Merge: from tracespheres_optim - Bugfix for exceptions when shooting Tests: shot the ak on Craggy in editor
Yesterday
Bugfix: VerifyRays/Spheres - early out if passed empty command set Fixes exceptions when shooting Tests: shot ak on Craggy in editor
Yesterday
Merge: from main
Yesterday
merge from fresh_water_fix
Yesterday
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
Yesterday
Debug log forward drag and drag table as building boat
Yesterday
Re-apply yesterdays shelved changes, separating drag calc functionality out so it can work without a boat (wip, but maintains current functionality still)
Yesterday
re-enable isDynamic on shipping containers onboard cargoshiptest and trawler_D ghost ship
Yesterday
re-factored shipping container prefabs, placed decals
Yesterday
Pull DragByAngle out of PlayerBoat into separate DragByAngle