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139,639 Commits over 4,383 Days - 1.33cph!

Just Now
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
Just Now
exported latest crossbow bowless viewmodel  anims and updated rig
4 Minutes Ago
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20 Minutes Ago
Fixing skinning for gingerbread man suit
26 Minutes Ago
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
40 Minutes Ago
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43 Minutes Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
43 Minutes Ago
Fix croc diving and charging
45 Minutes Ago
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
59 Minutes Ago
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
1 Hour Ago
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
1 Hour Ago
enable screen edge fade on eyeAO materials
1 Hour Ago
computer station IO setup - no IO for static computer stations
1 Hour Ago
add toggle for refraction screen edge fade behavior
1 Hour Ago
Fix croc swim speed
1 Hour Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
1 Hour Ago
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1 Hour Ago
Fix animals slowing down to a crawl when fleeing
1 Hour Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
1 Hour Ago
Mannequin poses
1 Hour Ago
Fix a few shader compilation errors with rare variants
2 Hours Ago
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
2 Hours Ago
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
2 Hours Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
2 Hours Ago
added a bunch more boat layouts for testing
2 Hours Ago
Reduce guaranteed slots from defensive to 1
3 Hours Ago
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
3 Hours Ago
merge from render_pipeline_testing (reflection fix)
3 Hours Ago
fix vclouds not showing up in water reflections in BiRP
3 Hours Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
3 Hours Ago
3 Hours Ago
Industrial Autoturret - Updated textures
3 Hours Ago
Fixing skinning for lumberjack hazmat
3 Hours Ago
New gesture animation polish pass
3 Hours Ago
merge from waterwheel_deployable
3 Hours Ago
fix label of new io info on item
3 Hours Ago
Workbench level 2+3 loot panel assignment
3 Hours Ago
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4 Hours Ago
fixed missing texture on tier 2 workbench
4 Hours Ago
Add a workbench vitals prefab with the new setup, replace existing ones with it.
4 Hours Ago
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
4 Hours Ago
Mannequin fbx update
4 Hours Ago
Merge from vital_icons
4 Hours Ago
merge from main
4 Hours Ago
Ton of general workbench client/server compile fixes
5 Hours Ago
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Merge from chainsaw_hotspot_gathering
5 Hours Ago
Merge from main
5 Hours Ago
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