193,465 Commits over 4,079 Days - 1.98cph!

10 Days Ago
Merge from jungle_update
10 Days Ago
Fixed error when getting killed by outbreak scientist
10 Days Ago
Progress
10 Days Ago
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10 Days Ago
Merge from jungle_update
10 Days Ago
Some possible NPCPlayerNavigator.GetAimDirection NRE fixes
10 Days Ago
Fix typo in croc death anim footstep sound notify
10 Days Ago
Possible FoliageDisplacement.ChangeLOD NRE fix
10 Days Ago
Merge from jungle_update (fix tiger sliding, and wolf freezing when near food)
10 Days Ago
Prevented deploy/holster from firing without an instance in demos
10 Days Ago
Fix tiger sliding while sleeping Fix wolf freezing completely when detecting food (regression) Refactor server anim player to not rely on callbacks as they proved fragile and hard to debug
10 Days Ago
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
10 Days Ago
Cover the descending case as well
10 Days Ago
Ensure vine viewmodel kills itself when dismounting in demos
10 Days Ago
main -> vine_viewmodel_demo_fix
10 Days Ago
Merge from jungle_update
10 Days Ago
Merge from main
10 Days Ago
Split the method up so if it still breaks we'll at least know where it's breaking
10 Days Ago
getheldentity_demo_nre -> main
10 Days Ago
Fix GetHeldEntity occasionally throwing an NRE in demos, most prevalent in demos when the player had no weapon out. Errors came from: VitalInfo.Refresh, Crosshair.Update and HomingLauncherCamOverlay.TryGetValidLauncher, all erroring at the same place. Fixed by checking container belt and inventory are valid in GetHeldEntity
10 Days Ago
Possible Menu_CanSwing_ShowIf NRE fixes
10 Days Ago
uicompass_demo_nre -> main
10 Days Ago
Merge from jungle_update
10 Days Ago
Fixed exception when opening emoji gallery in menu (note that unlock_all_skins will not work for unlocking emoji while not connected to a server)
10 Days Ago
Fix UI compass occasionally throwing an NRE in demos
10 Days Ago
fog_overlay_nre -> main
10 Days Ago
Fix UI fog overlay ocassionally throwing an NRE in demo
10 Days Ago
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10 Days Ago
snake sssssoundsssss
11 Days Ago
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11 Days Ago
merge from jungle_update
11 Days Ago
Tentative fix for "dict key already exist error" when tiger dragging stops in some cases
11 Days Ago
Merge: from profiling_improvements - Buildfix for tests trying to use ServerProfiler in non-server env Tests: scripts compile in editor CLIENT mode
11 Days Ago
Buildfix: exclude ServerProfiler tests from non-server builds Tests: built CLIENT config in editor
11 Days Ago
Merge: from profiling_improvements - Rewrote internal storage of profiling data to use 1 buffer per thread - Bugfix for allocation graphs not properly resetting and having gaps at the start - Bugfix for failing to generate export in rare cases where mono runtime allocates with no managed callstack Tests: unit tests and generating snapshots in editor
11 Days Ago
boomerang_animation_fix -> main
11 Days Ago
Missing files
11 Days Ago
Ensure there are no occasions where players with waiting to catch animations will keep them
11 Days Ago
Bugfix: ProfileExporter.JSON - don't spam allocs-0 counter for worker threads Tests: snapshot in editor on craggy
11 Days Ago
vine_fixes_2 -> main
11 Days Ago
Fix NRE when vddraw is enabled and an AI wants to forget a sighting (entity is unity null but we are still holding onto the reference)
11 Days Ago
finish position lerp on dismount before drawing updating the vine position
11 Days Ago
Remove log
11 Days Ago
Merge: from main
11 Days Ago
Update: ServerProfiler.Core binaries - Relase bins built from 66537fcc Didn't remember if I snuck in debug bins at one point, so updating them to be safe Tests: unit tests
11 Days Ago
Bugfix: ProfileExporter.JSON - reset allocation graphs - Reset when a new frame starts - Reset on worker threads if it allocates Tests: snapshot in editor on craggy
11 Days Ago
underwater colors river-ocean blend
11 Days Ago
Fix tiger looping between states over and over when the player builds some configurations of platforms
11 Days Ago
Clean: ProfileExporter.JSON - don't cache per-frame callstack depths Was never used, so don't waste allocs. Tests: none, trivial change