197,327 Commits over 4,110 Days - 2.00cph!

25 Days Ago
Update: ContinuousProfiler now has TotalAlloc and AllocCount metrics for allocation snapshotting - Release binary build with 27d643a3 - exposed via NotifyOnTotalMemKB and NotifyOnAllocCount (set to 0 to disable) Tests: tested both on Craggy in editor. Helped spot a potential small leak in PerformanceLogging
25 Days Ago
Do not try to run HTTP requests with invalid URLs Fix OSX not building
25 Days Ago
Update the DebugLuxel with actual vertex color support Speculative improvements for >2GB file support Reject empty or near empty .gma files More improvements to file support for >2GB Fixed crashes with point_worldtext for good
25 Days Ago
fix missing cloud layer, also respect weather overrides from editor when live editing
25 Days Ago
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Remove the ability to rotate local by Z
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Health forwarding
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Store item grid refactoring
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added camera animation sync component to attacks in mace animator
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Merge from dlss_texture_creation_crash
25 Days Ago
Temporarily disabling threaded texture creation to see if this is the cause of the new DLSS crash
25 Days Ago
Bugfix: snapshot json export no longer emits extra coma, making json invalid - also sneaking in AllocWithStack to be on execution thread only, not on alloc thread Super rare, but would be hard to find in the code when it would happen in the future Tests: persnapshot and watchallocs in editor
25 Days Ago
Boat blocks forward damage to parent boat
25 Days Ago
merge from main
25 Days Ago
Initial boat max health calculation. New test save.
25 Days Ago
Bugfix: Prevent data races leading to torn continuous profiler snapshots - Binary built using Release conf based on 237b5df3 commit - Both Resume and Stop happen on profiler frame end (previously Resume was instant) - Stop gets deferred to after snapshot is exported if requested during processing - Profiler, if in initialized, always gets called on new frame (since internal state machine demands more steps than the user code can know about) - Updated continuous profiling unit test to acoount for extra OnFrameEnd required It was possible that a stop is requested during export process, leading to use-after-free exceptions on a managed thread and torn snapshot. Tests: unit tests + 20 manual watchallocs->stopwatchingallocs calls
25 Days Ago
Stop Shockbyte button trying to refresh server listings
25 Days Ago
Reimplement Shockbyte promo. Polish the shockbyte popup
25 Days Ago
updated stone and wood roofs to detach beam - lod group still needs setting up
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Refresh button micro interaction
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floating cities walkway and greybox progress
25 Days Ago
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Continuing on with floating walkways
25 Days Ago
Don't add scientist brain twice
25 Days Ago
Fix compile errors
25 Days Ago
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Changed how the EnvironmentVolumeLOD component gets added to EnvironmentVolume objects by using IPrefabPreProcess instead of Awake as this could have caused issues with object pooling
25 Days Ago
merge from S2P_bugfixes_for_quickfire
25 Days Ago
S2P all
25 Days Ago
Wire back up the refresh button properly
25 Days Ago
fixed a hole in stairwell_bottom_360 collider
25 Days Ago
Prevent server listings from being added to the browser twice if they have a tag
25 Days Ago
smoother transitions out of mine tunnels in military tunnels
25 Days Ago
improved env volume accuracy in sewer tunnel prefabs
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Changed spoiled produce consume sound
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Merge from main
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Added a prevent movement volume near a fence in powerplant in attempt to fix a terrain glitch
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Re add open animations between the pages Added editor support for play on awake
25 Days Ago
fixed the culling zone missing a cave segment in cave_large_sewers_hard
25 Days Ago
Tweaked barricade cover barricadeDamageMultiplier
25 Days Ago
Merge from foliage_instancing