branchrust_reboot/maincancel

36,540 Commits over 4,383 Days - 0.35cph!

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merge from fix_c4_deployable_damage -> main
Today
merge from dump_prefabpreprocess -> main
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merge from fix_dump_dontdestroyonload -> main
Today
Merge: from createcorpse_triggerparent_nre - Bugfix for TriggerParent not cleaning themselves up if a corpse forces it's way just before volume is destroyed Tests: ran auto tests
deployable_snapping_fix_2 -> main
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Minor lens flare tweaks.
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Set up sound anim events for binoculars viewmodel, added sounds for deploy
Today
S2P'd some stuff to fix compact ceiling light regression.
Merge from 3p_spectator_improvements
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merge from automated_testing
Today
removed duplicate asmdef refs
Today
merge rust_relay_server -> main
Merge from viewmodel_early_disable_fix
vendingmachine_ui_refresh -> main
Merge from viewmodel_early_disable_fix
vendingmachine_ui_refresh -> main
Today
Add null check to fix a NPCShopKeeper.Greeting NRE
Today
merge from custom_item_fixes
Today
merge from dragbyangle_rebalance2
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Merge: from stableobjectarray_remove_dirty - Optim: maintain synchronized order of dependent data as we remove from StableObjectCache Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
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Merge from workbench_upgrades
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merge from lightfixture_refresh_recovery
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merge from custom_item_fixes
Yesterday
Merge from elevator_fixes_apr_26
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Merge from heldentity_preprocess_fix
Yesterday
Merge from 3p_spectator_improvements
Yesterday
Merge from viewmodel_early_disable_fix
Yesterday
merge from efurnace_emission_fix
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merge from tincanalarm_v2
Yesterday
Removed unknown region log spam in editor
Yesterday
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
Yesterday
merge from automated_testing
Yesterday
merge mortar_prototype to main
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merge mortar_prototype to main
Yesterday
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
Yesterday
merge from automated_testing
Yesterday
merge from automated_testing
2 Days Ago
Merge from elevator_fixes_apr_26
2 Days Ago
Cherry pick 147457 (asset scene build optimizations)
2 Days Ago
Don't set process affinity in editor if running batch mode
2 Days Ago
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2 Days Ago
fixed normals on flame turret guidemesh
2 Days Ago
Remove using as well
2 Days Ago
Unity Editor compile fix