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7,625 Commits over 974 Days - 0.33cph!

43 Days Ago
Battering ram tests
43 Days Ago
Revert packages-lock.json, commited by accident
43 Days Ago
Fixed battering ram hit detection issues, reverted an old fix that caused the regression
45 Days Ago
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45 Days Ago
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45 Days Ago
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45 Days Ago
Phrase update
48 Days Ago
merge from paintingui_inputs_fix
48 Days Ago
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
48 Days Ago
Moved the bullshit PipelineTests menu items to Tools/PipelineTests
48 Days Ago
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48 Days Ago
merge from menu_close_blur_fix
48 Days Ago
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48 Days Ago
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48 Days Ago
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48 Days Ago
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48 Days Ago
merge from catapult_reloadtime_nerf
48 Days Ago
Catapult reload time increased to 6 seconds (was 3)
49 Days Ago
merge from uibindings_nre_fix
49 Days Ago
Fix attempt for the UI bindings NRE spam
49 Days Ago
merge from crafting_stall_fix
49 Days Ago
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
58 Days Ago
merge from main
59 Days Ago
Fix attempt for the flaky rocket splash tests, added damage tolerance for blocks taking very low damage due to physics not being deterministic
60 Days Ago
merge from siegeweapon_firedamage
60 Days Ago
Compile fix
60 Days Ago
Different approach so it doesnt impact incendiary ammo damage on vehicles: - FireBall can only damage vehicles of type BaseSiegeWeapon - Revert the vehicles heat protection changes
60 Days Ago
merge from siegeweapon_firedamage
60 Days Ago
Protection tweaks
60 Days Ago
Made siege weapon vulnerable to fire (as intended initially) - Added vehicle world layer to all fireball prefabs - Set heat protection to 1 for all vehicles except siege weapons
2 Months Ago
merge from iteration_optims
2 Months Ago
Fix no domain reload and compile simulator toolbar buttons disappearing randomly for real this time
2 Months Ago
Fixed nre when main menu is disabled when entering playmode in a playable scene
2 Months Ago
merge from iteration_optims
2 Months Ago
In editor, reuse preprocessed persistent prefab instances instead of instantiating them again. Only applies to big prefabs like GameUI, MenuUI2, EngineUI2 and SkinViewer2 Saves ~500ms when entering playmode on average
2 Months Ago
merge from main
2 Months Ago
merge from hasunlocked_optims
2 Months Ago
PlayerBlueprints.HasUnlocked optims: we now cache owned workshop skin items, avoiding full steam definition scans during UI refresh and craft validation, save 1s on LocalPlayer.HasUnlocked when entering playmode Also saves time in client and server call when validating craft and unlocking
2 Months Ago
merge from iteration_optims
2 Months Ago
Snake mask -> Snake Mask
2 Months Ago
Added Disable Analytics Upload editor prefs Saves a second when exiting playmode
2 Months Ago
Swapped a UnloadUnusedAssets in WorldSetup to ConVar.GC.unload, so it respects the Disable Unloading Assets editor pref Was taking around 600ms when entering playground
2 Months Ago
merge from console_optims
2 Months Ago
Fixed pasting a large string in the console input field being slow ConsoleTMPInputField handles pasting itself by processing everything in one go
2 Months Ago
merge from bootstrap_optims
2 Months Ago
Fixed skin viewer trying to load prefabs from the prefab asset scene when its not loaded yet Added a safeguard in GUIDToObject, any request from a non loaded asset scene won't cache the null miss
2 Months Ago
merge from main