branchrust_reboot/maincancel

35,081 Commits over 4,505 Days - 0.32cph!

36 Days Ago
merge from automated_testing
36 Days Ago
merge from BoatVendor_BPchange
36 Days Ago
merge from NestHat_T1
36 Days Ago
merge from demo_ui_2
36 Days Ago
AKs now come with 4 rifle bullets in the magazine by default again (this was removed more than 4 years ago due to a bug)
36 Days Ago
Bugfix(editor): WhatUsesThis - don't require a whitespace after m_EditorClassIdentifier - wrap the serach into a try-catch-throw block so we can quickly check if there's anything wrong with the prefab Whitespace got lost in the prefab asset, causing the tool to trip up Tests: ran it, got results
36 Days Ago
merge from demo ui 2
36 Days Ago
Fix old AIs not fleeing when player is unreachable
36 Days Ago
Fix scientists not moving or spawning in multiple locations when new navmesh is enabled, also fix old AIs moving slower
36 Days Ago
Merge from WolfHeaddress_Workbench
36 Days Ago
Merge: from mt_snapshot_saving - Bugfix for duplicate field serialization - Bugfix for unsafe Time access on worker thread Tests: Booted into craggy
37 Days Ago
merge from hackweek_sv_pie_menu
37 Days Ago
merge from editor_fix_cpu_affinity -> main
37 Days Ago
merge from fix_serverport_editor -> main
39 Days Ago
merge from cui_updates
39 Days Ago
merge from demo_ui_2
39 Days Ago
merge from fix_itemmanager_domain_reload -> main
39 Days Ago
merge from demo_ui_2
39 Days Ago
Fix NRE in FinishLoadingRoutine
39 Days Ago
Remove debug logging "Debug.Log("Hit client yield");"
39 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
39 Days Ago
merge from fix_elevator_button_restart -> main
39 Days Ago
merge from game_room_dlc
39 Days Ago
merge from fix_bag_nickname -> main
39 Days Ago
merge from game_room_dlc
39 Days Ago
merge from sv_console_history
39 Days Ago
merge from sv_console_history
39 Days Ago
Merge from analytics_apartment_events
39 Days Ago
Merge: from mt_snapshot_saving - Bugfix for ExactArrayPool not being thread-safe Tests: TestMTSave
39 Days Ago
merge from ragdoll_selfcollision_fix
39 Days Ago
Merge: from mt_snapshot_saving - Optim: in UsePlayerUpdateJobs 4 entitiy saving for network is done in parallel. Use server.ParallelNetworkQueueBatchSize to tweak number of tasks Tests: 2k procgen, built a base and a boat, rode vehicle, heli, zipline, boat, horse, fly across the world. ran all TestMTSave unit tests
39 Days Ago
merge from demo_browser_search
39 Days Ago
merge from siegeweapon_firedamage
39 Days Ago
merge from siegeweapon_firedamage
40 Days Ago
Merge from sign_build_fix
40 Days Ago
Merge from lootspawn_stack_fix
40 Days Ago
merge from codegen_timings -> main
40 Days Ago
Merge from bag_compass_marker
40 Days Ago
merge demo2 to main
40 Days Ago
merge demoui 2 to main
40 Days Ago
merge from high_wall_upkeep -> main
40 Days Ago
merge from iteration_optims
40 Days Ago
merge from iteration_optims
40 Days Ago
merge from hasunlocked_optims
40 Days Ago
merge from iteration_optims
40 Days Ago
Snake mask -> Snake Mask
40 Days Ago
merge from automated_testing
40 Days Ago
merge from reduce_server_startup_yields -> main
40 Days Ago
merge from editor_playmode_timing -> main
40 Days Ago
game_room_dlc -> main