196,616 Commits over 4,110 Days - 1.99cph!

16 Days Ago
added camera animation sync component to attacks in mace animator
16 Days Ago
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16 Days Ago
Merge from dlss_texture_creation_crash
16 Days Ago
Temporarily disabling threaded texture creation to see if this is the cause of the new DLSS crash
17 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
17 Days Ago
Boat blocks forward damage to parent boat
17 Days Ago
merge from main
17 Days Ago
Initial boat max health calculation. New test save.
17 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
17 Days Ago
Stop Shockbyte button trying to refresh server listings
17 Days Ago
Reimplement Shockbyte promo. Polish the shockbyte popup
17 Days Ago
updated stone and wood roofs to detach beam - lod group still needs setting up
17 Days Ago
Refresh button micro interaction
17 Days Ago
floating cities walkway and greybox progress
17 Days Ago
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17 Days Ago
Continuing on with floating walkways
17 Days Ago
Don't add scientist brain twice
17 Days Ago
Fix compile errors
17 Days Ago
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17 Days Ago
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
17 Days Ago
merge from S2P_bugfixes_for_quickfire
17 Days Ago
S2P all
17 Days Ago
Wire back up the refresh button properly
17 Days Ago
fixed a hole in stairwell_bottom_360 collider
17 Days Ago
Prevent server listings from being added to the browser twice if they have a tag
17 Days Ago
smoother transitions out of mine tunnels in military tunnels
17 Days Ago
improved env volume accuracy in sewer tunnel prefabs
17 Days Ago
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17 Days Ago
Changed spoiled produce consume sound
17 Days Ago
Merge from main
17 Days Ago
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17 Days Ago
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17 Days Ago
Added a prevent movement volume near a fence in powerplant in attempt to fix a terrain glitch
17 Days Ago
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17 Days Ago
Re add open animations between the pages Added editor support for play on awake
17 Days Ago
fixed the culling zone missing a cave segment in cave_large_sewers_hard
17 Days Ago
Tweaked barricade cover barricadeDamageMultiplier
17 Days Ago
Merge from foliage_instancing
17 Days Ago
Added play on awake to flex transitions
17 Days Ago
Schizlobium - added padding to bark texture and fixed UVs to remove seam on lower LODs
17 Days Ago
Fixed wallpaper clipping on legacy wood floor, triangle floor, foundation and triangle foundation
17 Days Ago
speaker blockout prefabs
17 Days Ago
Speaker blockout. Spotlight adjust.
17 Days Ago
split off wood beam on edge of stone tier roof
17 Days Ago
Set constant for max refresh distance for now
17 Days Ago
Merge from main to jungle update improvements
17 Days Ago
Checking in floating walkway progress to switch branch
17 Days Ago
Merge from environment_volume_lods
17 Days Ago
Fix issue with max refresh value causing foliage to stop rendering at some locations/angles