197,738 Commits over 4,140 Days - 1.99cph!

30 Days Ago
merge from main -> party_system
30 Days Ago
instant_camera_ui_fix
30 Days Ago
Ensure set flash is set to appropriate light state on deploy
30 Days Ago
Ensure correct flash fx is played
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Run PlayerBindPress for unbound keys too The binding will be an empty string. This is consistent with the pre-existing behavior of the hook running after running "unbind <key>" even though the key is technically no longer bound. Update misleading message "Can't save unknown type" Update "Field %s is using the wrong FIELD_ type" warning Test for unclosed Lua ISave/IRestore blocks Add internal note about 64bit engine save warning Saverestore Lua lib: Close started block on early return Not sure if this is the correct approach, so also prints an error if it is hit.
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Admin command to kill all bees
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Update: ContinuousProfiler now has TotalAlloc and AllocCount metrics for allocation snapshotting - Release binary build with 27d643a3 - exposed via NotifyOnTotalMemKB and NotifyOnAllocCount (set to 0 to disable) Tests: tested both on Craggy in editor. Helped spot a potential small leak in PerformanceLogging
30 Days Ago
Do not try to run HTTP requests with invalid URLs Fix OSX not building
30 Days Ago
Update the DebugLuxel with actual vertex color support Speculative improvements for >2GB file support Reject empty or near empty .gma files More improvements to file support for >2GB Fixed crashes with point_worldtext for good
30 Days Ago
fix missing cloud layer, also respect weather overrides from editor when live editing
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Remove the ability to rotate local by Z
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Health forwarding
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Store item grid refactoring
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added camera animation sync component to attacks in mace animator
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Merge from dlss_texture_creation_crash
30 Days Ago
Temporarily disabling threaded texture creation to see if this is the cause of the new DLSS crash
30 Days Ago
Bugfix: snapshot json export no longer emits extra coma, making json invalid - also sneaking in AllocWithStack to be on execution thread only, not on alloc thread Super rare, but would be hard to find in the code when it would happen in the future Tests: persnapshot and watchallocs in editor
30 Days Ago
Boat blocks forward damage to parent boat
30 Days Ago
merge from main
30 Days Ago
Initial boat max health calculation. New test save.
30 Days Ago
Bugfix: Prevent data races leading to torn continuous profiler snapshots - Binary built using Release conf based on 237b5df3 commit - Both Resume and Stop happen on profiler frame end (previously Resume was instant) - Stop gets deferred to after snapshot is exported if requested during processing - Profiler, if in initialized, always gets called on new frame (since internal state machine demands more steps than the user code can know about) - Updated continuous profiling unit test to acoount for extra OnFrameEnd required It was possible that a stop is requested during export process, leading to use-after-free exceptions on a managed thread and torn snapshot. Tests: unit tests + 20 manual watchallocs->stopwatchingallocs calls
30 Days Ago
Stop Shockbyte button trying to refresh server listings
30 Days Ago
Reimplement Shockbyte promo. Polish the shockbyte popup
30 Days Ago
updated stone and wood roofs to detach beam - lod group still needs setting up
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Refresh button micro interaction
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floating cities walkway and greybox progress
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Continuing on with floating walkways
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Don't add scientist brain twice
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Fix compile errors
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Changed how the EnvironmentVolumeLOD component gets added to EnvironmentVolume objects by using IPrefabPreProcess instead of Awake as this could have caused issues with object pooling
30 Days Ago
merge from S2P_bugfixes_for_quickfire
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S2P all
30 Days Ago
Wire back up the refresh button properly
30 Days Ago
fixed a hole in stairwell_bottom_360 collider
30 Days Ago
Prevent server listings from being added to the browser twice if they have a tag
31 Days Ago
smoother transitions out of mine tunnels in military tunnels
31 Days Ago
improved env volume accuracy in sewer tunnel prefabs
31 Days Ago
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