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145,533 Commits over 4,444 Days - 1.36cph!

Yesterday
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Yesterday
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Yesterday
Add TerrainToMesh source, simplify terrain baking process for deep sea + add it to s2p.
Yesterday
Fixed the final bloom pass's render texture size
Yesterday
Optim: ServerCachePlayerInfo - don't cache isOnLadder Tests: ran AH consistency unit tests
Yesterday
Yesterday
demo_compatability_layer -> main
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Also set telephones to be always powered - was setting them to not require power but that was only applying on the server
Yesterday
Implement camera motion vectors
Yesterday
Empty compat file so it gets included in builds
Yesterday
Set bowless crossbow item category so its correctly set as a store item by the repair bench external link button
Yesterday
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Yesterday
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Yesterday
Set fridge as powered by default inside apartments
Yesterday
Prevent players from picking up deployables inside monuments when they require building permission to pickup (aka all the beautiful entities I spawned inside apartment rooms)
Yesterday
Bugfix: missed a couple places where ModelState.Blocking is updated Tests: none, trivial change
Yesterday
merge from attachment_charms
Yesterday
Fixed skinviewer vertical drag clamping not clamping for real Tweaked charms lighting
Yesterday
vending_stats_text_fix -> main
Yesterday
Stop the text going blurry in the vending stats page
Yesterday
office light prefab & related files
Yesterday
Clean: fix up formatting crimes in BasePlayer-SaveLoad.cs Tests: none, trivial change
Yesterday
Update: duplicate ModelState.flags and ducking properties into their own arrays, keep them in sync with incoming model states Will allow me to removed caching of 5 properties in ServerCachePlayerInfo Tests: booted craggy
Yesterday
Keep the 'change accessory' button on selected items even if you dont have any charms unlocked So you can remove a charm on a picked up gun
Yesterday
- Rewrite of the demo compat system - General cleanup - Couple of weird editor only bugs fixed
Yesterday
Fix new mountable tests having the "Deployables" category, breaking deployable tests Minor cleanup, testlist
Yesterday
Set up (empty) camera motion vector pass
Yesterday
Merge from satellite_crash
Yesterday
Enable map zooming on the targeting map. Codegen.
Yesterday
Fix per-object motion vector pass
Yesterday
Add teleport2satellitecrashsite
Yesterday
main -> demo_compatability_layer
Yesterday
merge from main
Yesterday
Glowing Wallpapers - Ceiling stars WIP
Yesterday
camera_flash_fixes -> main
Yesterday
Optim: ServerCachePlayerInfo - don't cache IsCrawling, it can be deduced from PlayerFlags Tests: ran speed consistency unit test, ran around craggy, crawled while wounded - all's gud
Yesterday
Compile errors
Yesterday
Assign bed to apartment owner after the furniture is spawned in the room (when room is rented)
Yesterday
Use the new method in SleepingBagCamper too
Yesterday
Refactor SleepingBag so code can reassign bags outside of RPC calls
Yesterday
Set upkeep terminal to only accept scrap (in the prefab)
Yesterday
Fix NRE from static list of client apartment buildings not being cleared when disconnecting - put it inside EntityRealmClient so it's cleared along the main list of entities
Yesterday
apartment_complex_core prefab set dressing progress
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
simpler solution using space transformation without creating a new sim-space - root motion stored as a snapshot and lerped rather than using accumulated deltas, true stability - root motion of 0 now behaves perfectly with rotation, helping keep VM much more stable
Yesterday
merge from automated_test_entity_bounds_fixes
Yesterday
Refresh test list for merge