137,899 Commits over 4,324 Days - 1.33cph!

5 Minutes Ago
merge from main
33 Minutes Ago
Remove option to have transitions and state not receive a payload, it's less bug prone
38 Minutes Ago
Increased BoatBuildingStation::GetStationOverlappingPosition grid query radius from 2 to 20, It must be large enough so the grid can always find the station regardless of where inside the build area we query from Fixes IO entities on land connectable to edit mode boat sometimes
1 Hour Ago
merge from wallpaper_playerboats
1 Hour Ago
Fixed pooling issue with wallpapers, make sure to reset the skin before applying
1 Hour Ago
Merge: from expand_perf_telem - Update: object work queues now send their budget time + an aggregate record - Update: frame_profiling now contains extra fields about invokes and a pre_lateupdate timing record Needs a bit of backend work to fully finish this. Tests: uploaded to backend, inspected what arrived
1 Hour Ago
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1 Hour Ago
Update: couple analytics fixes: - new TimeSpanExt.FromMicroseconds utility to get sub ms timespans - changed CSV data pushing to object_work_queue_2 and frame_profiling_2 - moved BudgetTime to be last field in the CSV blob for object_work_queue_2 Tests: inspected csvs on backend
1 Hour Ago
New deployable test to check things can't be placed clipping inside construction / boat construction Finds almost 100 cases
1 Hour Ago
Boxes DLC - LOD distances normalization pass
1 Hour Ago
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1 Hour Ago
Added and Setup Makeshift Coffee Table Prop Folders and Materials Imported Makeshift Coffee Table Prop Textures
1 Hour Ago
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1 Hour Ago
merge from main
1 Hour Ago
Merge from boatscientists_mission_fix
1 Hour Ago
Mission to kill deep sea patrol boat scientists now fails if the deep sea closes
1 Hour Ago
- Fixed refreshing of paintable gameobjects when their Materials/MaterialPropertyBlocks have changed - Added an UpdateInstance method for fallback renderers as they weren't being updated - Prevented renderers for unintentionally using the wrong MaterialPropertyBlocks that were meant for other renderers
1 Hour Ago
merge from dobuild_optims
2 Hours Ago
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
2 Hours Ago
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2 Hours Ago
Fixing outbreak sprayer skinning and prop joint position
2 Hours Ago
minicopter ik target updates
2 Hours Ago
Boxes DLC - fixed storage adaptors and Renderer LOD in armor box
2 Hours Ago
Merge: from main
3 Hours Ago
Merge: from remove_old_occlusion_group_logic - Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out Tests: ran unit tests
3 Hours Ago
Clean: remove old occlusion group code - removed -enable-new-server-occlusion-groups command line - cleaned tests Tests: ran occlusion group unit tests, all 144 pass
3 Hours Ago
Updating burst cloth for Dracula cape
3 Hours Ago
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3 Hours Ago
Show Deploy & Edit option even if unable to deploy in current location. Show "Unable to deploy & edit in this location" error when trying to use it,
3 Hours Ago
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
4 Hours Ago
Merge from wildlifecull_wolf_fix
4 Hours Ago
Add Wolf2 to eligible animals for Wildlife Cull mission
4 Hours Ago
Merge: from delete_obsolete_pool_api Tests: compiler simulator in editor
4 Hours Ago
Clean: remove deprecated Pool api - they've stayed 1 year longer than supposed to - replaced internal usages * Pool.GetList<T> -> use Pool.Get<List<T>> instead * Pool.FreeList<T> -> Pool.FreeUnmanaged * Pool.FreeListAndItems<T> -> Pool.Free(ref obj, true) * Pool.ClearList<T> -> write your own * Pool.FreeMemoryStream -> Pool.FreeUnmanaged Tests: compile simulator in editor
4 Hours Ago
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
4 Hours Ago
Kitchen kit updates
4 Hours Ago
merge from main
4 Hours Ago
Adding door mats meshes and textures and light fixtures blockouts
4 Hours Ago
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4 Hours Ago
Refactor fsm transition->state parameter passing (eg for grenades, covers etc), not super happy as it feels very "blackboardy" but couldn't find a way to do it with polymorphism/interfaces without boxing structs
4 Hours Ago
Unify health display behaviour for boat specific building pieces: only show health when the boat is editable and under regular conditions (hammer, etc)
5 Hours Ago
merge from dobuild_optims
5 Hours Ago
Boxes DLC - improved ammo box icon, removed lid transparency
5 Hours Ago
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
5 Hours Ago
Show the correct rotate icon, not power icon, for the Rotate sail option.
5 Hours Ago
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5 Hours Ago
Hurts my heart but adding an offset to the m15 entity so it fits in the hand and can use the default pistol anim set
5 Hours Ago
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5 Hours Ago
Large Wooden Box Skins - updated icons to match community skins
5 Hours Ago
Fixed another missing Profiler.EndSample in AntiHack::IsInsideMesh