139,844 Commits over 4,352 Days - 1.34cph!

11 Days Ago
Fix tilesLoaded never being incremented, causing loading to fail
11 Days Ago
Fix crash
11 Days Ago
Updating krieg skeleton asset
11 Days Ago
Fixed modular car fuel tank not connectable to anything
11 Days Ago
Add missing lod2 to emission toggle
11 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
11 Days Ago
Remove the placeholder "cancel" menu option.
11 Days Ago
Updating krieg hazmat burst cloth and skinning
11 Days Ago
Add item name & icons to radial menu. Only show radial menu if there's more than one item that responds to lighttoggle. Run lighttoggle instantly on press if there is only one item. Misc fixes/functionality. Ready to start refactoring and cleaning up.
11 Days Ago
fixing shadow issues with brutalist blocks that got introduced likely by recent shadow changes
11 Days Ago
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11 Days Ago
Enabled LZ4 high compression
11 Days Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
11 Days Ago
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11 Days Ago
Exposed rebar texture
11 Days Ago
moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
11 Days Ago
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow - renamed branch to *_reinit (as limit networking turned out not to be related at all) Tests: ran all unit tests, they pass
11 Days Ago
Fixed ocean topology in launch site, potentially other monuments
11 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
11 Days Ago
Update(tests): ServerOcclusionGroups - add a net-group reinit test Not a flow we have on servers for now, but it could change in the future Tests: new tests fail (as expected)
11 Days Ago
Merge: Cherrypick of 145087 from /main/useplayerupdatejobs3/updatesubs_optim - Bugfix for DummyServer not being able to spawn players/bots in unit tests Tests: ran occlusion group tests, now pass
11 Days Ago
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
11 Days Ago
merge from the deployguide box fix branch
11 Days Ago
re-linked up prefab deploy guides on comps, meds, explosives and meds box skins
11 Days Ago
Fixed the issue with the shutter frame not working correctly with indirect instancing
11 Days Ago
restore guidePrefab on DLC boxes
11 Days Ago
adjusted armoured hatch meshes to close gaps, updated textures to improve normal shading.
11 Days Ago
merge from event_timing_adjust
11 Days Ago
enabled vert colour tinting on trim material paint mask (new textures coming soon)
11 Days Ago
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11 Days Ago
merge from detail layer tint shader
11 Days Ago
merge from main
11 Days Ago
Multiplied the minimum and maximum time of every scheduled event by 0.75 to bring it back in line with the old real time timings now that we've extended time of day Affects: event_cargoheli, event_cargoship, event_helicopter, event_airdrop, event_f15e, event_roadbradley, event_travellingvendor
11 Days Ago
merge from TechTree556fix
11 Days Ago
merge from mission_tackletheday_fix
11 Days Ago
merge from tutorial_death_fix
11 Days Ago
merge from store_analytics_fix
11 Days Ago
merge from floating_city_safezone_fix_merge_stomp_fix
11 Days Ago
merge from boxes_dlc
11 Days Ago
merge from comp_box_sorting
11 Days Ago
merge from serverbrowser_secure
11 Days Ago
Merge from nightlight_adjustment
11 Days Ago
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11 Days Ago
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12 Days Ago
- Dont apply secure filter in history - not required
12 Days Ago
- Ensure tag modifier button adds both secure tags - bit ugly of an implementation but it works - Fixed wrong prioritise toggle being set
12 Days Ago
Fixed paintball gun tile in the artist pack showcase opening the pilot pack page
12 Days Ago
Fix inconsistent results NRE
12 Days Ago
Fixed artist pack and storage box pack showcases source id
12 Days Ago
- Setup filter button to filter for only secure servers - Setup priority system and toggle button to 'prioritise secure servers, putting them to the top (after premium status) - Wire into sorting algorithmns - Setup convar