135,923 Commits over 4,293 Days - 1.32cph!

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BBS prefab fix
43 Minutes Ago
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47 Minutes Ago
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56 Minutes Ago
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56 Minutes Ago
Hookl up umbrella collider state toggling
1 Hour Ago
cleaned up ApplyCorrectionForces a bit
1 Hour Ago
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1 Hour Ago
merge from parent
1 Hour Ago
More monument blocker blockout progress
1 Hour Ago
proprenderer_print_log_fix -> main
1 Hour Ago
merge from main
1 Hour Ago
Wrap proprenderer editor stuff in UNITY_EDITOR Try checking EditorApplication.isPlaying as well
1 Hour Ago
removed another deeper nested duped IsValid check on the entity
1 Hour Ago
pt_boat_turret_seat_angle_fix -> main
1 Hour Ago
remove duplicated unity-null check in StorageFuelSystem, replaced with IsRealNull usage as GetFuelContainer ensures entityref returns a valid result or true null
1 Hour Ago
Compile fix
1 Hour Ago
merge from artist_pack_dlc 141826
1 Hour Ago
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
1 Hour Ago
Fixed large ligth up frame and small and large ornate frames not deployable on some wall grades
1 Hour Ago
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
2 Hours Ago
Updating skinning for grass underwear
3 Hours Ago
Paintball Gun - added paintball ammo icon
3 Hours Ago
Prevented NaN propagation within shadow sampling, as there was a case where the perspective divide would divide by zero
3 Hours Ago
BBQ - updated rigged file with latest mesh, updated prefab
3 Hours Ago
Merging from main to verify pipeline results
4 Hours Ago
artistcanvas paintable source is now lod0 instead of parentgroup so not all lods are displaying in the paintscene
Today
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Today
Fix crash from unclamped indices when batch fetching flow directions.
Today
Merge from main
Today
Merge from naval_update
Today
Merge from main
Today
Enlarge props_culled_base culling bounds on Y axis on all three oil rig feet, fixes junkpiles getting culled while players were standing on them (as they were just outside of the bounds) S2P all floating cities
Today
Merge: from serverprofiler_codeapi - New: immediate mode profiling API for capturing specific regions of code. servervars to control it in "profile" group - Unit tests covering all new logic Tests: compile test + ran unit tests
Today
Merge: from main
Today
Update: update ServerProfiler.Core bins to Release - built on 2a311df Tests: ran all server profiler unit tests
Today
Update: add profile.ImmediateModeEnabled feature flag - codegen + unit test Turns off all managed-side logic for new API Tests: ran unit tests
Today
Update: introduce export interval (profile.ExportIntervalS, defaults to 30m) + ability to reset the interval (profile.ResetExportInterval) - codegen and extra unit tests Tests: unit tests
Today
Bugfix: ProfileExporter.JSON can now export 0-frame main thread profiles Test: ran previously failing unit tests, checked their exported files - all's gud
Today
Align terrain vertices with texel corner to match unity
Today
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Today
Update: immediate mode API improvements - debug windows binary built from 2a311dfb - ScopeRecorder automatically exports to json and cleans up recorder state - added RecordScopeIfSlow(..., TimeSpan, ...) API, same as above except exports only if there was a delay - updated unit tests since some scenarios are now impossible Need to fix export next, wrap it with a couple server vars and update to release bins - then it's done Tests: ran most of the unit tests (stress tests skipped as they would overflow with export tasks)
Today
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Merge from artist_pack_dlc
Fix paintball impact effects being all fucked up
Today
Suppress PropRenderer warning in builds