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36,536 Commits over 4,383 Days - 0.35cph!

Just Now
Merge: from createcorpse_triggerparent_nre - Bugfix for TriggerParent not cleaning themselves up if a corpse forces it's way just before volume is destroyed Tests: ran auto tests
1 Hour Ago
deployable_snapping_fix_2 -> main
2 Hours Ago
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2 Hours Ago
Minor lens flare tweaks.
2 Hours Ago
Set up sound anim events for binoculars viewmodel, added sounds for deploy
3 Hours Ago
S2P'd some stuff to fix compact ceiling light regression.
3 Hours Ago
Merge from 3p_spectator_improvements
3 Hours Ago
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3 Hours Ago
merge from automated_testing
3 Hours Ago
removed duplicate asmdef refs
4 Hours Ago
merge rust_relay_server -> main
4 Hours Ago
Merge from viewmodel_early_disable_fix
4 Hours Ago
vendingmachine_ui_refresh -> main
5 Hours Ago
Merge from viewmodel_early_disable_fix
5 Hours Ago
vendingmachine_ui_refresh -> main
6 Hours Ago
Add null check to fix a NPCShopKeeper.Greeting NRE
Today
merge from custom_item_fixes
Today
merge from dragbyangle_rebalance2
Today
Merge: from stableobjectarray_remove_dirty - Optim: maintain synchronized order of dependent data as we remove from StableObjectCache Tests: unit tests and a couple 2p sessions on Craggy with disconnects, shooting
Today
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Today
Merge from workbench_upgrades
Today
merge from lightfixture_refresh_recovery
Today
merge from custom_item_fixes
Today
Merge from elevator_fixes_apr_26
Today
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Merge from heldentity_preprocess_fix
Merge from 3p_spectator_improvements
Yesterday
Merge from viewmodel_early_disable_fix
Yesterday
merge from efurnace_emission_fix
Yesterday
merge from tincanalarm_v2
Yesterday
Removed unknown region log spam in editor
Yesterday
updated tier 1 and 2 workbench lod distances to match tier 3 both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3 on the right branch this time
Yesterday
merge from automated_testing
Yesterday
merge mortar_prototype to main
Yesterday
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Yesterday
merge mortar_prototype to main
Yesterday
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
Yesterday
merge from automated_testing
Yesterday
merge from automated_testing
Yesterday
Merge from elevator_fixes_apr_26
Yesterday
Cherry pick 147457 (asset scene build optimizations)
Yesterday
Don't set process affinity in editor if running batch mode
Yesterday
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Yesterday
fixed normals on flame turret guidemesh
Yesterday
Remove using as well
Yesterday
Unity Editor compile fix
Yesterday
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Yesterday
vendingmachine_ui_refresh -> main
Yesterday
vendingmachine_ui_refresh -> main
Yesterday
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