242,356 Commits over 3,867 Days - 2.61cph!

33 Days Ago
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Dart tweaks
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External change detection for scenes and prefabs use the source, should resolve messy external change detection, especially on new projects
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Wider terrain blend map for swamp_b
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Revert "Remove GetAllComponents( Type type )" This reverts commit 1df4c2e1841f058432fdb446fccd5dcb93e0648f. Implement GetAllComponents( Type type )
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S2P stables_b to fix missing HLOD on monument scene version
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Log files use the process name Remove GetAllComponents( Type type ) Experiment: Does the boxing to object make any difference here
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Merge: from main Tests: built all modes in editor
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Fix hotload struct array block copy
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Texture changes, redid the leather because I wasn't happy with it.
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added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV
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merge from world_update_2
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updated manifest (dpv was lost in the merge)
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Update TargetFramework to net9.0 Fix changed MemoryMarshal.Write HotloadDll checks for net9.0 Replace FormatterServices.GetUninitializedObject with RuntimeHelpers.GetUninitializedObject Package updates Use ReadExactly instead of Read Fix MemoryMarshal.Write usage Comment out obsolete for now Disable PatchAMSI Update compiler embedded refs Update embedded System.Runtime.Versioning.TargetFramework version processor ignore net9 folder too Whitelist System.Runtime.CompilerServices.NullableAttribute Whitelist NullableContextAttribute Whitelist RefSafetyRulesAttribute
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Fix wolves that are stuck spamming pathfinding and traces
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Merge from main
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Merge from dartmod
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AnimGraph: Keep track of cycle for updating state machine blend weights instead of calculating from anim time, should fix dodgy blends when playback speed fluctuates
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merge from main
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merge from main
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ModelDoc: Fix obj loader not making use of object name, causing bad mesh names
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Merge from world_update_2
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Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
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Leaderboard backup, run #14140
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Remove unused
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Fixed floating bottle in water_well_d
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Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
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Parent merge
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Fix compile error
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Parent merge
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Merge from world_update_2
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world_update_2 -> Aux2
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radioactive_water -> Aux2
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Fixed radiation triggers returning minimal/no rads
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Speculative fix for MapMarkerCH47.SetupUIMarker NRE
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Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
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Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
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Revert "Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check" This reverts commit e08435cdc7b5412e81fa752af22c2eb35b48ce4c. Revert "Experiment: batch transform change callbacks and run in one place, instead of whenever the transform changes" This reverts commit 858eebcfd1e95eb0cd13cbf32043d39d8a4622b1.
34 Days Ago
Fix rigidbody transform change, check change against target local, not the interpolated transform, remove proxy check