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139,617 Commits over 4,383 Days - 1.33cph!

Just Now
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
4 Minutes Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
5 Minutes Ago
added a bunch more boat layouts for testing
6 Minutes Ago
Reduce guaranteed slots from defensive to 1
13 Minutes Ago
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
16 Minutes Ago
merge from render_pipeline_testing (reflection fix)
17 Minutes Ago
fix vclouds not showing up in water reflections in BiRP
22 Minutes Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
23 Minutes Ago
29 Minutes Ago
Industrial Autoturret - Updated textures
29 Minutes Ago
Fixing skinning for lumberjack hazmat
38 Minutes Ago
New gesture animation polish pass
50 Minutes Ago
merge from waterwheel_deployable
51 Minutes Ago
fix label of new io info on item
1 Hour Ago
Workbench level 2+3 loot panel assignment
1 Hour Ago
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fixed missing texture on tier 2 workbench
1 Hour Ago
Add a workbench vitals prefab with the new setup, replace existing ones with it.
1 Hour Ago
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
1 Hour Ago
Mannequin fbx update
2 Hours Ago
Merge from vital_icons
2 Hours Ago
merge from main
2 Hours Ago
Ton of general workbench client/server compile fixes
2 Hours Ago
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Merge from chainsaw_hotspot_gathering
2 Hours Ago
Merge from main
2 Hours Ago
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Fix server log when throwing items at trees and ore nodes
3 Hours Ago
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Add a convar to gate the icon display behaviour.
3 Hours Ago
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Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
3 Hours Ago
merge from main
3 Hours Ago
stripped back workbench 2, added new corpse
3 Hours Ago
Cleanup
3 Hours Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
3 Hours Ago
Update prefab MetalIceVest
3 Hours Ago
IceMetalChestplate and IceMetalFacemask setup
4 Hours Ago
updated workbench tier3
4 Hours Ago
workbench tier 1 corpse update
4 Hours Ago
WIP show icons of equipped upgrades in workbench vital panel
4 Hours Ago
Bugfix: protect network group networkables access since it's lazy initted now Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
5 Hours Ago
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
5 Hours Ago
Merge from main
5 Hours Ago
Merge from main
5 Hours Ago
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
5 Hours Ago
Merge: from main Will need to subtract some stuffs
6 Hours Ago
Remove conflicting shader directory
6 Hours Ago
Fix shader errors