branchrust_reboot/maincancel

35,768 Commits over 4,324 Days - 0.34cph!

1 Hour Ago
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
1 Hour Ago
Lighthouse lighting prefab V2 (not applied)
Today
merge from deepsea_fixes
Today
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
Yesterday
server_browser_phrase_fix -> main
Yesterday
merge from deepsea_fixes
Yesterday
merge cannon_fuseburn to main
Yesterday
merge from deepsea_fixes
Yesterday
Fix cannon aim jitter on high ping when reloading and lighting the fuse
Yesterday
boat_highspeed_parenting_fix -> main
Yesterday
merge from /indirect_instancing
Yesterday
Merge from turret_paintball_fixes
Yesterday
Added two console commands clearcontainer and clearcontainer_radius.
Yesterday
Fix naval scientist laser sight not being on during the day
Yesterday
delay_browser_changes -> main
Yesterday
Fix FSMTransitionBase.get_Senses NRE
Yesterday
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
Yesterday
Fix error for boat floor frame. Add a null check to GetBlockedByErrorFromCollider.
Yesterday
Scene2prefab
Yesterday
Scene2prefab
Yesterday
Scene2prefab
Yesterday
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Yesterday
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
Yesterday
merge from boxes_dlc
Yesterday
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Yesterday
Merge from shipping container optimizations
Yesterday
Committed missing collider mesh for deep sea signal computer
Yesterday
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
Yesterday
merge from deepsea_fixes
Yesterday
Added a way to determine if a LOD state within an InstancedLodComponent has a renderer that uses DeferredMeshDecals. If so, this state gets ignored by the indirect instancing system, as DeferredMeshDecals handle their own culling and instancing
Yesterday
merge from wire_shader_pixel_scaling
Yesterday
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Yesterday
Fix PartialMobileStaticGrid NRE on startup
Yesterday
Fixed store skin tile header text wrapping issue
Yesterday
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
Yesterday
Merge from bushfix
Yesterday
Merge from boxes_dlc
Yesterday
Merge from signalcomputercollider
Yesterday
Merge from mobile_grid_fixes
Yesterday
merge from deepsea_fixes
Yesterday
merge from deepsea_fixes
Yesterday
Merge from tunnet_netgroup_fix
Yesterday
merge from deepsea_fixes
2 Days Ago
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2 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
2 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
2 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
2 Days Ago
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2 Days Ago
merge from indirect_instancing
2 Days Ago
merge from boxes_dlc