195,574 Commits over 4,110 Days - 1.98cph!

Yesterday
fix missing cloud layer, also respect weather overrides from editor when live editing
Yesterday
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Yesterday
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Yesterday
Remove the ability to rotate local by Z
Yesterday
Health forwarding
Yesterday
Store item grid refactoring
Yesterday
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Yesterday
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Yesterday
added camera animation sync component to attacks in mace animator
Yesterday
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Yesterday
Merge from dlss_texture_creation_crash
Yesterday
Temporarily disabling threaded texture creation to see if this is the cause of the new DLSS crash
Yesterday
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
Yesterday
Boat blocks forward damage to parent boat
Yesterday
merge from main
Yesterday
Initial boat max health calculation. New test save.
Yesterday
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
Yesterday
Stop Shockbyte button trying to refresh server listings
Yesterday
Reimplement Shockbyte promo. Polish the shockbyte popup
Yesterday
updated stone and wood roofs to detach beam - lod group still needs setting up
Yesterday
Refresh button micro interaction
Yesterday
floating cities walkway and greybox progress
Yesterday
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Yesterday
Continuing on with floating walkways
Yesterday
Don't add scientist brain twice
Yesterday
Fix compile errors
Yesterday
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Yesterday
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
2 Days Ago
merge from S2P_bugfixes_for_quickfire
2 Days Ago
S2P all
2 Days Ago
Wire back up the refresh button properly
2 Days Ago
fixed a hole in stairwell_bottom_360 collider
2 Days Ago
Prevent server listings from being added to the browser twice if they have a tag
2 Days Ago
smoother transitions out of mine tunnels in military tunnels
2 Days Ago
improved env volume accuracy in sewer tunnel prefabs
2 Days Ago
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2 Days Ago
Changed spoiled produce consume sound
2 Days Ago
Merge from main
2 Days Ago
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2 Days Ago
Added a prevent movement volume near a fence in powerplant in attempt to fix a terrain glitch
2 Days Ago
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2 Days Ago
Re add open animations between the pages Added editor support for play on awake
2 Days Ago
fixed the culling zone missing a cave segment in cave_large_sewers_hard
2 Days Ago
Tweaked barricade cover barricadeDamageMultiplier
2 Days Ago
Merge from foliage_instancing
2 Days Ago
Added play on awake to flex transitions
2 Days Ago
Schizlobium - added padding to bark texture and fixed UVs to remove seam on lower LODs
2 Days Ago
Fixed wallpaper clipping on legacy wood floor, triangle floor, foundation and triangle foundation