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153,866 Commits over 4,536 Days - 1.41cph!

Today
Bugfix(editor): read textures as srgb data when able to Tests: visualized produced blurhash
Today
Added inheritSkinsFrom to ItemDefinition. Code support for it. Set all sandbag variants to inherit skins from the base sandbag item.
Today
Update(editor): minor cleanup of CalculateBlurHash All experiments to async load textures failed, so committing to this version Tests: inspected a couple produced blur hashes
Rin
Today
merge from sandbag_barricade_sockets
Today
Fix pre-existing binding issue when closing menu mid key-assign. Only shows up as a real issue when using a gamepad.
Today
exported wip frog anims
Today
baseline of terrain deformation, tile-based serialization (only for areas with active changes) some concept of protection and healing over time
Today
compiler fixes
Today
Updated the Light binning debug overlay to display the total number of lights processed per screen tile rather than per-bin
Today
Fix some key latching issues when input gets cleared such as F1 console opening.
Today
Merge from salvaged_cleaver_loud
Today
Salvaged cleaver distance fix
Today
remove debug cubes
Today
Today
Changed to per-camera bin data buffers so the light binning job can be completed just before rendering
Today
fix hitbox collisions
Today
M79 Grenade Launcher Blockout
Today
fully integrate squirrel anims, fixed critter locomotion analyzer tool
Today
merge from Livestock_animals/meat_visuals
Today
Fixed apartment complex and floating cities not showing in the S2P batch window
Today
S2P: - ferry terminal - outpost - large oilrig - gas station - radtown - supermarket - water_well (all 5) - apartment complex - floating city (all 4)
Today
merge from sentry_upload -> main
Today
- Changed the LightBinningJob to only process depth bins within the screen tile that a light occupies to reduce the overhead of the job significantly - Aligned depth bins for each tile within memory so that they are within the same cache lines and produce more cache hits when sampling the depth bin on the shader side
Today
integrate new squirrel anims
Today
Re-add the "max 3 uploads per session" logic that got removed accidently
Today
PS 4/5 gamepad layout vdfs. Update input config deploy tool to work with all the layouts not just xbox.
Today
Add missing catch {} to a try statement that only had a finally {} block
Today
merge from Squirrel_test to critter_animals
Today
Cleanup
Today
merge from Livestock_animals -> critter_animals
Today
Fixed raw beef missing its becomeOnCooked ref
Today
Tweaked BBQ beef pos
Today
Editor tool to preview the meat position
Today
Added new meats to all oven prefabs
main -> grenade_client_prediction
Today
Fix Map bindings not having close map
Today
Real glyph texture settings. Fix some display issues.
Today
readded scrap king console command, description and grade to the foundation block
Today
merge from main
Today
Merge from main
Today
merge from espcanvas_autosize_clan_fix
Today
Set unity_RenderingLayer in mesh decal pass to fix lighting issues with decals
Today
show LT before RT when showing glyphs in a row
Today
Merge from look_boost (which ended up mostly being a massive refactor)
Today
Inventory sorting perf improvements
Today
Fixed multiple animals nearby a vehicle not working Sheep prefab changes
Today
Fixes/cleanup
Today
Added support for mounting gen2 ai Works via a new NPCMountable component, parents the entity directly (no reposition on frame like regular BasePlayermounting) Supports playing an animation to mount, just teleports for now though
Today
Merge from look_boost/refactor
Today
Merge from loook_boost