branchrust_reboot/maincancel

36,933 Commits over 4,413 Days - 0.35cph!

Today
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Today
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
Yesterday
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Yesterday
Disabled motion blur post process in player preview
Yesterday
merge from lod_baker
Yesterday
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Yesterday
boomerang_model_dupe_fix -> main
Yesterday
merge into main
Yesterday
merge from oven_iscookingflag
Yesterday
binoculars_ultrawide_fixes -> main
Yesterday
merge from industrial_dlc
Yesterday
Fixed torch holders torch position issues
Yesterday
Merge from industrial_dlc
Yesterday
merge from autoturret_workshop
Yesterday
Merge from wb_comfort_range_upgrade
Yesterday
Strip the entity tags on autoturret_workshop so that automated tests don't try and include it via labels
Yesterday
TestIOPrefabs now logs a warning if an IOEntity isn't found at specified path and skips it instead of NREing and breaking test list re-generation.
Yesterday
merge from fix_industrial_efurnace_io_port
Yesterday
merge from fix_industrial_efurnace_io_port
Yesterday
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2 Days Ago
disable_ping_estimation_again -> main
2 Days Ago
Compile fix
2 Days Ago
merge from drawcolliders_improvements
2 Days Ago
merge from barrel_conveyor_fix
2 Days Ago
merge from workshop_emission_fix_again
2 Days Ago
merge from spraycan_reskin_refactor 🎨
2 Days Ago
main -> custom_;loadingmessages_newlines
2 Days Ago
cargo_map_marker_fix_2 -> main
2 Days Ago
merge from PlayerRigUpdate2
2 Days Ago
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
2 Days Ago
merge from mortar_fixes
2 Days Ago
Fix spectator mode being broken for vehicles that don't override position/rotation
2 Days Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
2 Days Ago
Merge from industrial_dlc
2 Days Ago
merge from PlayerRigUpdate2
2 Days Ago
testlist
2 Days Ago
Merge: from buildcommand_allocs - Optim: reduce alloc count from building Arg commands from 20+ to 2 on average - Update: expanded StringView API, Tests: unit tests and running a bunch of different console commands
2 Days Ago
merge rust_relay_server -> main
2 Days Ago
Merge from PlayerRigUpdate2
3 Days Ago
Merge from industrial_dlc
3 Days Ago
merge from fix_editor_reflection_probe_delay -> main
3 Days Ago
merge from optimize_generate_textures_alloc -> main
3 Days Ago
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3 Days Ago
Merge from rain_grace
3 Days Ago
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3 Days Ago
Merge from industrial_dlc
3 Days Ago
Merge: from pool_mt - Bugfix: implemented missing Pool.Reset and ResetMaxCounterUsage Tests: booted into craggy couple times with Skip Domain Reload active - no NYI exceptions
3 Days Ago
merge from autoturret_workshop
3 Days Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
3 Days Ago
merge from PlayerRigUpdate2