144,031 Commits over 4,413 Days - 1.36cph!

Today
Test result stacktraces are now populated correctly with captured errors
Today
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
Today
Fix new scientists hovering slightly above ghostship floor
Today
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Yesterday
Fixed editor performance after merging child animator system
Yesterday
merge from dont_bake_on_load
Yesterday
merge from custom_item_fixes
Yesterday
Fix items not stacking together after they've been part of a copypaste
Yesterday
merge from main
Yesterday
Santa beard partial fix
Yesterday
merge from mortar_prototype
Yesterday
mass-committing `m_BakeOnSceneLoad` being set to 0 on all old scenes, skipping some 3rd party and demo scenes - chance this will break something, this opened and saved every scene which runs s2p
Yesterday
Fix look rotation spam when in network range of a freshly placed mortar
Yesterday
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Yesterday
Add model component to mortar, should stop scaled impact effects
Yesterday
Added SpawnPrefab in RustTestFixture, similar to SpawnEntity but for prefabs
Yesterday
removed unnecessary call to set timeSamples to 0 before an audio clip is set, this is cleaned up internally
Yesterday
merge from automated_testing/raid_recorder
Yesterday
Added some new raiding tests
Yesterday
Merge from main
Yesterday
merge from automated_testing
Yesterday
merge from main
Yesterday
merge from selectionhistorywindow_optims (editor only)
Yesterday
Fixed selection history window keeping all history loaded in memory as live objects. We now use paths and instance ids and only resolve the object when necessary These objects were never released after a domain reload or a UnloadUnusedAssets call This was the cause for gizmo toggling taking 1min+ and probably a bunch of other issues
Yesterday
Merge from main
Yesterday
Auto give rocket launcher and rockets + infinite ammo when starting to record Added ddraws on hit building blocks
Yesterday
workshopsource fixes - electric furnace topology and spinner wheel uvs
Yesterday
spinner wheel bought up axel on base inside of 1:1 UV range
Rin
Yesterday
merge from mortar_prototype
Yesterday
Added electric furnace to render scene
Yesterday
merge from main
Yesterday
merge from steaminventory_newitem_fix
Yesterday
Fixed new items just bought not showing in your steam inventory (was only working in debug builds)
Yesterday
Include missing distance function in commit
Yesterday
Split shaders between stencil hole and overhead map Fix subinstances
Yesterday
Yesterday
Small UIHUD optims
Yesterday
workshopsource electric_furnace topology fix
Yesterday
Reduce hole map distance for increased resolution Move map pivot in front of camera for increased distance Use DitherMaskClip for softer shadow edges Don't render holes to texture border to prevent sampling clamp issues Change to additive blend mode to prevent intersecting holes stomping data Add triangle prism asset for hole shape Replace alpha float cutoff with alpha map bool value in tile extractor
Yesterday
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Yesterday
CharityPlushie setup
Yesterday
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Yesterday
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Yesterday
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Yesterday
Merge from main Auto conflict resolved on cannon.depoyed, salvaged_cleaver, Scientist2
Yesterday
Fix NONE compile error in Workbench.Updates.cs
Yesterday
Merge from terrain_lowering_nms_large_cave
Yesterday
Remove region locations help print out
Yesterday
Missed a meta
Yesterday
Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance.