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139,639 Commits over 4,383 Days - 1.33cph!

5 Hours Ago
Fix server log when throwing items at trees and ore nodes
5 Hours Ago
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5 Hours Ago
Add a convar to gate the icon display behaviour.
5 Hours Ago
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5 Hours Ago
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
5 Hours Ago
merge from main
5 Hours Ago
stripped back workbench 2, added new corpse
5 Hours Ago
Cleanup
6 Hours Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
6 Hours Ago
Update prefab MetalIceVest
6 Hours Ago
IceMetalChestplate and IceMetalFacemask setup
Today
updated workbench tier3
Today
workbench tier 1 corpse update
Today
WIP show icons of equipped upgrades in workbench vital panel
Today
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
Today
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
Today
Merge from main
Today
Merge from main
Today
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Today
Merge: from main Will need to subtract some stuffs
Today
Remove conflicting shader directory
Today
Fix shader errors
Today
Set up layer structure in new prototype shader
Today
Split StandardLayers into types and functions
Today
merge from parent
Today
merge from main
Today
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Today
Cherry-pick new standard shader prototype
Today
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Today
Added support for custom light cookies when shadow caching is enabled
Today
Merge from terrain_renderer
Today
Merge from main
Today
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Today
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
Today
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Today
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Today
Merge from main
Today
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
Today
Beancan override fixes
Today
Fix terrain quality remapping
Today
Fixed scientists using multiple masks at once, now matches main
Today
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
Today
Merge from main
Today
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Stove stuff.
Today
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