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139,293 Commits over 4,383 Days - 1.32cph!

Yesterday
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Yesterday
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
Yesterday
merge from main
Yesterday
stripped back workbench 2, added new corpse
Yesterday
Cleanup
Yesterday
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Yesterday
Update prefab MetalIceVest
Yesterday
IceMetalChestplate and IceMetalFacemask setup
Yesterday
updated workbench tier3
Yesterday
workbench tier 1 corpse update
Yesterday
WIP show icons of equipped upgrades in workbench vital panel
Yesterday
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
Yesterday
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
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Yesterday
Merge: from main Will need to subtract some stuffs
Yesterday
Remove conflicting shader directory
Yesterday
Fix shader errors
Yesterday
Set up layer structure in new prototype shader
Yesterday
Split StandardLayers into types and functions
Yesterday
merge from parent
Yesterday
merge from main
Yesterday
Cherry-pick new standard shader prototype
Yesterday
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Yesterday
Added support for custom light cookies when shadow caching is enabled
Yesterday
Merge from terrain_renderer
Yesterday
Merge from main
Yesterday
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Yesterday
Rentable shop first pass setup, just setting up verison A for now Can open and close the shop via E for now Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed) Spawns a shopkeeper and invisible VM when opened
Yesterday
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Yesterday
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Yesterday
Merge from main
Yesterday
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
Yesterday
Beancan override fixes
Yesterday
Fix terrain quality remapping
2 Days Ago
Fixed scientists using multiple masks at once, now matches main
2 Days Ago
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
2 Days Ago
Merge from main
2 Days Ago
Stove stuff.
2 Days Ago
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2 Days Ago
merge from networkgrid_iterationspeed_changes
2 Days Ago
Another null check in OnNetworkSubscribersLeave
2 Days Ago
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2 Days Ago
fix junkyard greencard spawning in desk
2 Days Ago
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2 Days Ago
Bowless Crossbow - texture update
2 Days Ago
merge from main
2 Days Ago
Fixed the 'Fire Rate' tooltip used by projectile weapons sharing the same token as the attachments