reporust_rebootcancel

134,334 Commits over 4,293 Days - 1.30cph!

Yesterday
bbq workshop obj and file structure
Yesterday
updated closed collision mesh for the building station umbrella to match mesh dimensions
Yesterday
merge from boat_optim_pass
Yesterday
Charcoal Box - blockout and initial setup
Yesterday
Ramps now forward damange to parent boat correctly
Yesterday
3p poker anims
Yesterday
Component Box Ammo - Updated model and placeholder textures, split materials, others
Yesterday
BBS prefab fix
Yesterday
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Yesterday
Yesterday
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Yesterday
Hookl up umbrella collider state toggling
Yesterday
cleaned up ApplyCorrectionForces a bit
Yesterday
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Yesterday
merge from parent
Yesterday
More monument blocker blockout progress
Yesterday
proprenderer_print_log_fix -> main
Yesterday
merge from main
Yesterday
Wrap proprenderer editor stuff in UNITY_EDITOR Try checking EditorApplication.isPlaying as well
Yesterday
removed another deeper nested duped IsValid check on the entity
Yesterday
pt_boat_turret_seat_angle_fix -> main
Yesterday
remove duplicated unity-null check in StorageFuelSystem, replaced with IsRealNull usage as GetFuelContainer ensures entityref returns a valid result or true null
Yesterday
Compile fix
Yesterday
merge from artist_pack_dlc 141826
Yesterday
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
Yesterday
Fixed large ligth up frame and small and large ornate frames not deployable on some wall grades
Yesterday
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
Yesterday
Updating skinning for grass underwear
Yesterday
Paintball Gun - added paintball ammo icon
Yesterday
Prevented NaN propagation within shadow sampling, as there was a case where the perspective divide would divide by zero
Yesterday
BBQ - updated rigged file with latest mesh, updated prefab
Yesterday
Merging from main to verify pipeline results
Yesterday
artistcanvas paintable source is now lod0 instead of parentgroup so not all lods are displaying in the paintscene
Yesterday
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Yesterday
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Yesterday
Fix crash from unclamped indices when batch fetching flow directions.
Yesterday
Merge from main
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
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
Yesterday
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
Yesterday
Merge: from main
Yesterday
Update: update ServerProfiler.Core bins to Release - built on 2a311df Tests: ran all server profiler unit tests
Yesterday
Update: add profile.ImmediateModeEnabled feature flag - codegen + unit test Turns off all managed-side logic for new API Tests: ran unit tests
Yesterday
Update: introduce export interval (profile.ExportIntervalS, defaults to 30m) + ability to reset the interval (profile.ResetExportInterval) - codegen and extra unit tests Tests: unit tests
Yesterday
Bugfix: ProfileExporter.JSON can now export 0-frame main thread profiles Test: ran previously failing unit tests, checked their exported files - all's gud
Yesterday
Align terrain vertices with texel corner to match unity
Yesterday
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Yesterday
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