138,943 Commits over 4,474 Days - 1.29cph!

11 Minutes Ago
Underground basement blocks - working out metrics and combos, added test scene
30 Minutes Ago
Update: minor simplifications - get rid of retry limiters - fixup unsafe increments Couldn't figure out how to do add segment recycling, so going to change focus for a bit - will see how ConcurrentQueue performs Tests: ran unit tests
54 Minutes Ago
removed old prefab
54 Minutes Ago
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
60 Minutes Ago
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
1 Hour Ago
master key updates - removed old meshes from viewmodel prefab - moved current setup item to tools folder with other prefabs - deleted items folder (no longer required) - moved sounds to correct folder
1 Hour Ago
bye bye compile errors :wave:
1 Hour Ago
merge from PlayerMaintainedMonuments
1 Hour Ago
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
1 Hour Ago
Change powerplant spawn priority to highest
1 Hour Ago
Compile fix
1 Hour Ago
Merge from PlayerMaintainedMonuments
1 Hour Ago
Merge from MonumentBlockers/workflow_improvements
1 Hour Ago
made screen flatter and added an object to mark position for ui screen
1 Hour Ago
Do not calculate remaining distance twice
1 Hour Ago
Added tooltips to shapes
1 Hour Ago
Optimize fsm wait for navmesh
2 Hours Ago
Improve npcs path following performance, fix npcs sometimes not moving
2 Hours Ago
reworked smoothness/hardness of the SDF brush to be relative brush size so it's more consistent, also increased max strength so it might feel touchy if you only do 0 or 1
2 Hours Ago
Don't send a chat message on the first call of StartSpectating - removes the intermediate confusing local chat message "Spectating: {playerName}. SteamID: {steamId}" before the message for the final spectate target
2 Hours Ago
Disambiguate rust nav mesh helpers
2 Hours Ago
Fix not being able to find collider mesh if there is just one mesh in the FBX asset for it Serialized data migration for all prefabs which use StagedDestructionEntityInfo
2 Hours Ago
Merge from main
2 Hours Ago
Update artifacts
2 Hours Ago
Fix sample radius being insufficient to check if player is on navmesh
2 Hours Ago
Fix leftover comment and stale dll
2 Hours Ago
merge from main
2 Hours Ago
Optim: reduce GC impact by reducing how many segments we trash This forces serialization at the point of segment exhaustion. Need to see if I can setup some sort of recycling to reduce busy spinning Tests: ran AllocDeallocMTShortLived(32, false), no more GC reports
2 Hours Ago
Bugfix(tests): fix 2 pooling tests having bad setup after Spillage tests These tests rely on explicit sizes/counters, so were randomly failing Tests: ran all PoolTests unit tests
2 Hours Ago
Optimize npc movement
3 Hours Ago
WIP: new avatar masks new top bar
3 Hours Ago
Improve workflow for setting which colliders are enabled and which collider meshes to use at different destruction stages Fix preview mesh destruction stage and LOD slider not retaining its currently displayed stage/LOD
3 Hours Ago
game_room_dlc -> new_pool_ui
3 Hours Ago
merge from main
3 Hours Ago
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
4 Hours Ago
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
4 Hours Ago
wtp S2P
4 Hours Ago
WTP sign for the water inlet puzzle
4 Hours Ago
Added the DarBoardReticule shader
4 Hours Ago
merge from main
4 Hours Ago
pooltable - updated guide model to match wide deploy bounds
4 Hours Ago
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
4 Hours Ago
pooltable - added corner floor guides to help with placement inside bases
4 Hours Ago
set up viewmodel renderer
4 Hours Ago
Updated description
4 Hours Ago
removed unused model prefab
4 Hours Ago
Thruster buttons
4 Hours Ago
new rock sculpture model and temp ao/normal textures. scale broken
5 Hours Ago
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test