136,126 Commits over 4,293 Days - 1.32cph!

Yesterday
Ramps now forward damange to parent boat correctly
Yesterday
3p poker anims
Yesterday
Component Box Ammo - Updated model and placeholder textures, split materials, others
Yesterday
BBS prefab fix
Yesterday
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Yesterday
Yesterday
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Yesterday
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Yesterday
Hookl up umbrella collider state toggling
Yesterday
cleaned up ApplyCorrectionForces a bit
Yesterday
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Yesterday
merge from parent
Yesterday
More monument blocker blockout progress
Yesterday
proprenderer_print_log_fix -> main
Yesterday
merge from main
Yesterday
Wrap proprenderer editor stuff in UNITY_EDITOR Try checking EditorApplication.isPlaying as well
Yesterday
removed another deeper nested duped IsValid check on the entity
Yesterday
pt_boat_turret_seat_angle_fix -> main
Yesterday
remove duplicated unity-null check in StorageFuelSystem, replaced with IsRealNull usage as GetFuelContainer ensures entityref returns a valid result or true null
Yesterday
Compile fix
Yesterday
merge from artist_pack_dlc 141826
Yesterday
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
Yesterday
Fixed large ligth up frame and small and large ornate frames not deployable on some wall grades
Yesterday
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
Yesterday
Updating skinning for grass underwear
Yesterday
Paintball Gun - added paintball ammo icon
Yesterday
Prevented NaN propagation within shadow sampling, as there was a case where the perspective divide would divide by zero
Yesterday
BBQ - updated rigged file with latest mesh, updated prefab
Yesterday
Merging from main to verify pipeline results
Yesterday
artistcanvas paintable source is now lod0 instead of parentgroup so not all lods are displaying in the paintscene
Yesterday
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2 Days Ago
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2 Days Ago
Fix crash from unclamped indices when batch fetching flow directions.
2 Days Ago
Merge from main
2 Days Ago
Merge from naval_update
2 Days Ago
Merge from main
2 Days Ago
Enlarge props_culled_base culling bounds on Y axis on all three oil rig feet, fixes junkpiles getting culled while players were standing on them (as they were just outside of the bounds) S2P all floating cities
2 Days Ago
Merge: from serverprofiler_codeapi - New: immediate mode profiling API for capturing specific regions of code. servervars to control it in "profile" group - Unit tests covering all new logic Tests: compile test + ran unit tests
2 Days Ago
Merge: from main
2 Days Ago
Update: update ServerProfiler.Core bins to Release - built on 2a311df Tests: ran all server profiler unit tests
2 Days Ago
Update: add profile.ImmediateModeEnabled feature flag - codegen + unit test Turns off all managed-side logic for new API Tests: ran unit tests
2 Days Ago
Update: introduce export interval (profile.ExportIntervalS, defaults to 30m) + ability to reset the interval (profile.ResetExportInterval) - codegen and extra unit tests Tests: unit tests
2 Days Ago
Bugfix: ProfileExporter.JSON can now export 0-frame main thread profiles Test: ran previously failing unit tests, checked their exported files - all's gud
2 Days Ago
Align terrain vertices with texel corner to match unity
2 Days Ago
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2 Days Ago
Update: immediate mode API improvements - debug windows binary built from 2a311dfb - ScopeRecorder automatically exports to json and cleans up recorder state - added RecordScopeIfSlow(..., TimeSpan, ...) API, same as above except exports only if there was a delay - updated unit tests since some scenarios are now impossible Need to fix export next, wrap it with a couple server vars and update to release bins - then it's done Tests: ran most of the unit tests (stress tests skipped as they would overflow with export tasks)
2 Days Ago
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