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3,195 Commits over 2,557 Days - 0.05cph!

Today
Merge from terrain_lowering_nms_large_cave
Today
Re-bake missile silo heightmap to workaround AddToHeightMap issue
3 Days Ago
Merge from terrain_lowering_nms_large_cave
3 Days Ago
Adjust monument nav mesh bounds for NMS and military tunnels to fix AI not navigating on the surface
5 Days Ago
Merge from terrain_lowering_nms_large_cave
5 Days Ago
Enable terrain lowering on nuclear missile silo and large cave sewers
6 Days Ago
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8 Days Ago
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9 Days Ago
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16 Days Ago
Cherry pick 147457 (asset scene build optimizations)
17 Days Ago
Don't set process affinity in editor if running batch mode
26 Days Ago
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29 Days Ago
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
30 Days Ago
Sort network cell tile offsets so the closer ones queue up to be networked first
30 Days Ago
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene
30 Days Ago
Merge from terrain_lower_fixes
30 Days Ago
Bake before loweing terrain in holes (commented out for now due to a bug)
30 Days Ago
Military tunnel s2p for updated terrain lowering
30 Days Ago
Launch site s2p for updated terrain lowering
30 Days Ago
Don't lower terrain on the edges of holes Fix terrain lower OOB when alpha map resolution doesn't match heightmap resolution
30 Days Ago
Merge from heightmap_bake_fix
35 Days Ago
Revert unnecessary changes to GetCloseConnections, HasCloseConnections, and HasConnections that was causing server perf issues
36 Days Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
37 Days Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
41 Days Ago
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45 Days Ago
Merge from improved_network_groups
45 Days Ago
Bug fixes for checking visibility across different network group layers when they have different cell sizes
47 Days Ago
Update Mono.Cecil, use .net standard build
48 Days Ago
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
48 Days Ago
Merge from improved_network_groups
48 Days Ago
Merge from main
49 Days Ago
Merge from main
50 Days Ago
Fix missing text on leave clan button
50 Days Ago
Merge from tunnel_netgroup_fix_merge
50 Days Ago
Subtract 146072 + merge from tunnet_netgroup_fix
50 Days Ago
Rerun s2p on launch site to modify the usual heightmap texture instead
50 Days Ago
Modify the heightmap texture directly instead of making a copy in s2p
50 Days Ago
Subtract 146162
50 Days Ago
Merge from tunnet_netgroup_fix
50 Days Ago
Bundle textures next to monument prefabs in the monuments bundle
51 Days Ago
Merge from tunnel_netgroup_fix
51 Days Ago
Increase tunnel layer threshold from -40 to -20 so more underground tunnels get network culled from the surface (and the opposite)
51 Days Ago
Rerun s2p for launch site
51 Days Ago
Merge from main
51 Days Ago
Merge from s2p_particle_flatten_fix
52 Days Ago
Merge from main
52 Days Ago
Merge from tunnet_netgroup_fix/launch_site_hole_carve
55 Days Ago
Merge from improved_network_groups/variable_cell_size
55 Days Ago
Add support for different entity ranges per entity Internally the overworld now has three overlapping network group grids with different cell sizes Players subscribe to all layers with different radii Entities can be configured with a preference for which network layer to place them on