147,256 Commits over 4,444 Days - 1.38cph!

secondary_connection_voices_fix -> main
Fix VOIP bugging out over CCTV cameras Prevent connections from being added twice: once through the secondary connections then once through the regular path
Today
set dressing progress on 1st floor of wing
Today
merge from main
Today
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
Manifest, localization
Today
Merge from main
Today
Added a button to the skinviewer window to strip unwanted components, uses LODStripper with a custom list of component to exclude
Today
Charms can be inspected using the skin viewer
Today
merge from vending_mapmarker_pooling_fix
Today
Fix a vending machine map marker pooling bug that causes markers to appear in wrong locations on the map when some are merged into clusters
Today
Merge: from pool_mt - Bugfix: avoid extensive spills/misses with new Pool - Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
Manifest, codegen, localization
Today
Merge: from main
Today
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar - Codegen Former doesn't show 2 options in console Tests: booted into craggy and checked suggestions
Today
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set dressing progress on 1st floor of wing lower ao factor on broken tiles material
Today
Quick test of a 2 stage descent
Hairbun/ponytail proper material assignment in import settings
Today
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool) https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
Remade ponytail/bun wood helmet conditionals (with consistent vertex order) Re-applied skin to all ponytail/bun meshes to keep bone list consistent Woodhelmet LOD2 keeps default mesh (so ponytail/bun doesn't dissapear)
Today
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Today
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments
Today
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
Merge from main
Today
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Today
Fix old navmesh agent being enabled even when using new navmesh
Today
Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
Today
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Today
Check charm ownership when firing the UpdateAccessoryOnItem rpc
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steam_retry_button_fix -> main
Today
LODs and collision and vertex blends for playground assets
Today
Calculate a suitable position as soon as a satellite is selected.
Today
small transform access usage change
Today
disabled editor-only sync on all bc materials
Today
Update(tests): add a synthetic test to cause pool spill runaway - moved other spillage tests to Unit namespace and merge into 1 test Made it to fail consistently at 4 consume threads Tests: ran tests
Today
merge from attachment_charms/ui
Today
Can change charms in the repair bench as well
Today
Enable RW on all meshes currently used for collision in the apartments monument
Today
Prepare camera motion vector pass
Today
testlist
Today
merge from mfm2 (merge from main)
Today
More manual fixes after merge
Today
Hide change accessory button if you dont own any accessory
Today
Charms search bar Minor styling update
Yesterday
merge from main manually resolve Elevator and VendingMachine conflicts
Yesterday
merge from main