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140,085 Commits over 4,383 Days - 1.33cph!

Today
Prefabbed up Kiosk E parts. Kiosk E LODs, collision, prefab setup, plus shutter LODs and setup.
Today
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Today
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
Today
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Today
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Today
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
Today
Optim: ensure UniTask.TaskPool reliably caches items - copied from repo at 88737fb5 Original version was written in wait-free fashion which permitted only 1 participant while failing others. Rewritten to be lock-free, which allows to guarantee pooling Tests: ran unit and perf tests. stuck breakpoints to confirm that repeated perf test invocation didn't have allocations. ran around craggy with jobs 3
Today
fixed draw distances on new static door prefabs and layer to world collisions for the apartment complex building
Today
merge mortar_prototype to main
Today
Regenerate protobuf serializers
doubleconnect_eac_fix -> main
Add extra guard rails to quick join so that spamming it wont connect multiple times to the same server. More changes to try and fix the EAC reconnect issue
Today
Fix animals not steering and scientists not facing target in unity nav mode
Cleanup
Merge from npc_gesture_heldentity_fix
Today
Fixed the issue with the near plane being incorrect for the spot light again, and fixed some issues with trying to get an instance from the render texture pool when there are none available
Yesterday
merge from main
Yesterday
Route regular server joins through the console command instead
Yesterday
Bowless Crossbow - updated textures with new naming, added .skin file, updated prefabs
Yesterday
bundle nuke prefabs - sometimes working? sometimes not?
Yesterday
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Yesterday
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Yesterday
initial BC pass - revert per-prefab overrides on BC controller, all modifications done on base prefab - controller setup for low iteration count with low root motion strength
Yesterday
merge from weapon_refresh_salvaged_cleaver
Yesterday
Subtract 146134 to bring back the new cleaver Keep source on directory conflicts, viewmodel.prefab auto-merged, looks good
Rin
Yesterday
merge from main
Rin
Yesterday
merge from weapon_refresh_salvaged_cleaver
Yesterday
Skin pass for ice armour vest and mask
Rin
Yesterday
merge from cave_large_medium_ladder_fix
Rin
Yesterday
merge from wire_pooling_fix
Yesterday
Merge from workbench_ugprades
Yesterday
Rentable Shop F - LODs, shutter LODs, collision, proper prefab setup
Yesterday
Merge from main
Yesterday
Adding unity install step for each pipeline
Yesterday
codegen
Yesterday
merge from main
Yesterday
Merge: from remove_netgroup_prealloc - Optim: NetGroup objects are now lazy allocated, saves 150MB Tests: ran unit tests, ran around on craggy
Yesterday
Update: cleanup ClientVisibilityProvider when disconnecting from the server Tests: disconencted from local server
Yesterday
Removed a ladder trigger that was blocking the way up in cave_large_medium - was missing trigger enable
Yesterday
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
Yesterday
Merge: from main
Yesterday
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Yesterday
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Yesterday
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Yesterday
Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
Yesterday
Cleanup, fixed some duplicated stuff from the shelves work
Yesterday
Add blending between aimdir pitch and reload animation.
Yesterday
Fixed some redirects
Yesterday
Fix mortar controller transitions not having any conditions
Yesterday
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities