branchrust_reboot/maincancel

36,330 Commits over 4,383 Days - 0.35cph!

4 Hours Ago
Merge from island_water_volumes
4 Hours Ago
Merge from combat_knife_rotation_fix_2
4 Hours Ago
Merge from balloon_clump_lod_distances
4 Hours Ago
Merge from recycler_ammo_fix
4 Hours Ago
Merge from floor_frame_grill_fix
4 Hours Ago
Merge from ladder_hatch_sfx_range
4 Hours Ago
Merge from xor_typo_fix
Today
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Today
merge from planter_reskin_water_fix
Today
merge from server_browser_refresh_fix
Today
merge from computer_station_IO
Today
Merge: from triggerparent_jobs_isinside - Buildfix Tests: built server locally
Today
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Today
Merge from new_achievements_apr26
Today
merge from split_dump_command
Today
Merge from standard_shader_detail_vertex_color_tint
Today
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
Today
Merge from command_alloc
merge from perf.playermodel_fix
Today
Merge from standard_shader_detail_vertex_color_tint
Today
merge from wakeaiz_optim
Today
Restore water wheel reference to its sounds to fix NRE spam
Today
Subtract 147919 merge from terrain_lower_fixes
Yesterday
Check AlphaMap isInitialized on AdaptMeshToTerrain to prevent editor errors
Yesterday
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
Yesterday
Fix NRE when renaming a demo shot to a name that already exists
Yesterday
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
Yesterday
Remove log when loading player inventories for the first time
Yesterday
fix default rotation of pumpkin in painting menu
Yesterday
tighten up waterwheel dismount positions
Yesterday
update phrases - fix overfished message - waterflow message - lootinsafezone msg
Yesterday
move "inventory full" toast behind the inventory UI, blocks too much
Yesterday
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
Yesterday
testlist
Yesterday
Commit the .meta files that keep popping up
Yesterday
merge from woodpile_changestage_audio
Yesterday
merge from fix_privaddfriend_vis
Yesterday
merge from computer_station_io (only manifest changes)
Yesterday
merge from computer_station_IO
Yesterday
console_quickjoin_fix -> main
Yesterday
Increased timeout slightly to allow FPBuild to handle closing of started processes
Yesterday
Fix blurry radtown sign once again, regressed during naval texture optimizations
Yesterday
Merge: from serverprofiler_recordscope_pause - Update: ServerProfiler recorder scopes can be paused/resumed (but needs more work on export side, looks bad) - Bugfixes for recorder scopes corrupting memory and breaking perfsnapshot Tests: unit tests + recorded a multiframe coro with recorder scope + perfsnapshots
Yesterday
merge from new_texture_suffixes_naming_convention
Yesterday
Merge from terrain_renderer (culling ConVar)
2 Days Ago
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
2 Days Ago
Sort network cell tile offsets so the closer ones queue up to be networked first
2 Days Ago
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene
3 Days Ago
Merge from terrain_lower_fixes
3 Days Ago
server_browser_improvements -> main