144,015 Commits over 4,413 Days - 1.36cph!

Today
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.
Yesterday
merge from fix_submesh_batching_shipping
Yesterday
Rewrite submesh batching to batch with a key based on multiple materials instead of batching each individual submesh / material individually - fixes race condition where the inner plywood submesh would be disabled while the outer submesh would still show
Yesterday
first pass on leaderboard complete, added throw timings in UI
Yesterday
merge from console_quickjoin_fix
Yesterday
Re-set the interaction toast to "connecting" after disconnecting when switching server
Yesterday
Moved HotReloadSettings.asset to an editor folder
Yesterday
Suppress all the shader error/warning logs on server startup
Yesterday
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Yesterday
Mat tweak
Yesterday
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Yesterday
Neon signs lighting & mat tweaks.
Yesterday
Adjust monument nav mesh bounds for NMS and military tunnels to fix AI not navigating on the surface
Yesterday
Playground.player updated
Yesterday
merge from console_quickjoin_fix
Yesterday
Format
Yesterday
Apartment complex interior progress