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136,410 Commits over 4,324 Days - 1.31cph!

Just Now
Clean: more refactoring of unit tests in Test.GamePhysics Tests: ran perf tests
3 Minutes Ago
Fix trails following cannonballs during reloads and when moving the cannon around.
10 Minutes Ago
Fix "navmesh ready" log spam
11 Minutes Ago
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23 Minutes Ago
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50 Minutes Ago
Clean: take out perf test measuring code into helper Utils class Tests: ran unit tests
59 Minutes Ago
merge from store_fixes_feb
59 Minutes Ago
Fixed NRE when opening the steam inventory bag crafting modal
1 Hour Ago
Added currency font to the bundles
1 Hour Ago
merge from naval_update/io_boats
1 Hour Ago
Skinning update for wood armour gloves
1 Hour Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
1 Hour Ago
ioentity.allow_on_boats set to true by default Added playerboat.kill_io_deployables command
1 Hour Ago
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1 Hour Ago
Can't use the wiretool while swimming
1 Hour Ago
Merge from skin_access_improvements
1 Hour Ago
Remove DeveloperOnly visibility flag from skins_access due to some servers relying on it being visible Fix skins_access -1 not working with default wallpapers
1 Hour Ago
comps box - lod update
1 Hour Ago
merge from main
1 Hour Ago
Fixed fluid splitter and fluid combiner not deployable on soft side walls, regression from io_boats
2 Hours Ago
merge from doors_placingthroughwalls_fix
2 Hours Ago
Merge from main
2 Hours Ago
merge buoyancy_fixes to main
2 Hours Ago
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2 Hours Ago
comps box - added lods, split base and lid for mesh lod, tweaked material values metal box - reduced lod1 distance
2 Hours Ago
Added an alternative LOS check position for all single doors, double doors and garage door Fixes "Placing through walls" error popping up when you're clearly not placing them through walls
3 Hours Ago
Fixed Gibbable NRE introduced in 144214
3 Hours Ago
Base kiosk trim textures (still WIP) plus preview mesh. Renamed old test materials to get em out the way.
3 Hours Ago
merge from gibbable_skins_fix
3 Hours Ago
Fixed BBQ and garage door gibs not being skinned
3 Hours Ago
merge cannon_protection to main
4 Hours Ago
- More categorisation - Show resource path if its a place decor component
4 Hours Ago
Merge from desctructible_boat_wrecks
4 Hours Ago
- No need to generate cliff topology twice or process procedural objects twice - Expose Disabled flag in inspector - Change path to be 'Window/Map Creator'
4 Hours Ago
some model fixes and conditional polish for low wall corners
4 Hours Ago
Hide arrow buttons if we only have 1 gallery element
4 Hours Ago
merge from store_fixes_feb
5 Hours Ago
Remove UseWreckStabilityUpThreshold. Destroy flagged items and make wreck destructible at the same time (20s)
5 Hours Ago
Merge: from main
5 Hours Ago
Merge: from remove_old_occlusion_group_logic - Clean: more code removal in unit tests to silence Rider Tests: ran unit tests
5 Hours Ago
Clean: remove more dead code/checks Missed some leftover if(true) style code Tests: ran unit tests
5 Hours Ago
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
5 Hours Ago
Merge: from main
5 Hours Ago
Merge: from main
5 Hours Ago
Merge: from main (yeah, weird one - redo of CL 143929) When I did a server merge from extend_perf_telem, plastic warned me that another change made it to main, but commit bot reported mine merged. In reality it wasn't fully merged, just "attached". This should fix it. Tests: compiler simulator in editor
5 Hours Ago
update from main
5 Hours Ago
merge from cannon_slowdown
5 Hours Ago
merge from redirect_snapping
5 Hours Ago
Deployables can now snap to redirects of itself All the component boxes now snap to each other