161,636 Commits over 4,597 Days - 1.47cph!

1 Hour Ago
Fix worldmodel outline not working for 5 prefabs
2 Hours Ago
Merge branch 'main' into automated_testing
4 Hours Ago
Replace delegate BeginInvoke/EndInvoke with Tasks
4 Hours Ago
Don't set the GC mode when running on CoreCLR
4 Hours Ago
Disable Discord in CoreCLR builds
4 Hours Ago
Keep fields Unity can't serialise out of Unity's serialisation
4 Hours Ago
Remove unused usings of namespaces .NET doesn't have
4 Hours Ago
Replace BinaryFormatter with BinaryReader/Writer in WhatUsesThis caches
4 Hours Ago
Remove MaterialConfig's conflicting FormerlySerializedAs attributes
4 Hours Ago
Hash the server assembly from GetLoadedAssemblyPath on Unity 6.7 and later
4 Hours Ago
Mark runtime-only fields of serialisable types [NonSerialized]
4 Hours Ago
Load Harmony mods with CurrentAssemblies on Unity 6.7 and later
4 Hours Ago
Pinning macos build pipelines to runners
5 Hours Ago
last one
5 Hours Ago
test again
5 Hours Ago
test
Today
testing
Today
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Today
Set the encryption level on the network thread instead of setting it on the main thread - ensures we don't set the encryption level before the client recieved approved (existing issue) and ensure batches are flushed before the packet is sent (new issue)
Yesterday
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Yesterday
Better npczones experiment
Yesterday
Fixed Nuclear Missile Silo terrain sometimes clipping over the doorway and underground tunnels, very fiddly to fix whilst preserving terrain auto-lowering. Tested on multiple 6000-sized maps to stress test terrain texel resolution
Yesterday
merge from ddraw_parent_fix
Yesterday
No longer draw ddraw objects when they attempt to parent on entities that aren't networked to the client yet
Yesterday
First rough pass on dogs, hacky throwable meat based on pies
Yesterday
merge from main
Yesterday
Fixed an NRE every FSM tick in Trans_IsNavmeshReady when an animal entered a state that was never given an owner
Yesterday
Merge from main
Yesterday
Watercraft changes for the modified ocean shading.
Yesterday
xmas wallpapers - wip textures, materials, skin files setup. localization, updated skins list
2 Days Ago
merge from distanceflaregammafix
2 Days Ago
merge from vendingmarkers_fix
2 Days Ago
merge from filestorage_cache_fix
2 Days Ago
Fixed Linux not compiling Add some networking related checks Apply fix for newproxy inside coroutines
2 Days Ago
merge from wearable_pooling_fixes
2 Days Ago
Added support for elongated distance flares. Fixes overly bright Floating City flares.
2 Days Ago
Fix FileStorage mistakenly caching null data when the file was not found in the DB
2 Days Ago
Fix two wearable pooling bugs introduced with 168691 - Night vision goggles getting stuck not working - NVG scientists suit eyes not glowing after having unloaded a head on a trophy with its suit (includes a slight refactor of WearableNotifyTrophyMounted.OnMounted to support pooling)
2 Days Ago
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2 Days Ago
Mesh patintables use box filtering so stencils don't look aliased and pixel-y
2 Days Ago
Make stencils menu scrollable
2 Days Ago
Bulk update of all 32 clothing prefabs items that contain skin to add the tattoo UV1
2 Days Ago
male/female body LOD updates with tattoo UVs
2 Days Ago
Water bucket viewmodel - moved hands/fingers out in all anims to fix clipping issues with some gloves
2 Days Ago
Added tattoo stencils from concept team
2 Days Ago
Update: a couple more sprites that had meta changes Somehow got missed in update to 26f1 Tests: editor doesn't complain
2 Days Ago
Update: automatic package upgrades Tests: editor compiles
2 Days Ago
Add preventions for respawning on a sleeping bag which is squeezed into a gap narrower than a player, resulting in the player getting stuck on respawn - Sleeping bags can't be placed where a player wouldn't fit - Can't respawn on a sleeping bag in which you don't have space and would end up stuck - Add a warning toast when placing a deployable that blocks respawning on a sleeping bag
2 Days Ago
vm lever action rifle anims wip
2 Days Ago
Fixed vending machine markers drawing under generic markers after reopening the map