195,375 Commits over 4,110 Days - 1.98cph!

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