139,124 Commits over 4,474 Days - 1.30cph!

23 Minutes Ago
Lots more tweaks
29 Minutes Ago
double trail distance, reduce thickness. more closely copy the original trail effect.
36 Minutes Ago
texture updates to wooden crate 1 rezised and optimized
37 Minutes Ago
dartboard and pool table unlock
41 Minutes Ago
Ensure proper animation events are synced up - allowing the arrow head to show at the same time as the arrow itself
45 Minutes Ago
corrected comment
45 Minutes Ago
49 Minutes Ago
enforce mesh renderer is enabled in sculpting gui always
51 Minutes Ago
Merge: from fix_skipinit_error - Buildfix(editor) - replace unsupported intrinsic Tests: no errors in editor on script compile, checked asm
52 Minutes Ago
Buildfix: get rid of SkipInit, LLVM optimizes out variable initialization from final asm Tests: triggered compile - no errors in editor. Checked asm against externally stack allocated storage - same asm
58 Minutes Ago
Merge from PlayerMaintainedMonuments/powergrid
59 Minutes Ago
Remove debug 15s refresh times lol
1 Hour Ago
1 Hour Ago
Merge from PlayerMaintainedMonuments/powergrid
1 Hour Ago
lod distances tweaks same as TC
1 Hour Ago
Change supermarket freezer loot refresh - Reduced loot refresh contents but at a much shorter refresh cycle - Every x many reduced loot refreshes, we get a full refresh with lots and more variety of food - Contents of full refresh cannot be wiped by a reduced refresh unless someone has opened the freezer at least once after the last full refresh S2P supermarket
1 Hour Ago
Rock sculpture - cleaned up duplicate textures, renamed for consistency
1 Hour Ago
updated temp icon
1 Hour Ago
main -> game_room_dlc
1 Hour Ago
game_room_dlc -> new_pool_ui
1 Hour Ago
Max trail length convar
1 Hour Ago
changed name to rock sculpture, added colision and lods
1 Hour Ago
do x and z while I'm at it
1 Hour Ago
Merge: from pool_leak_experiments - Optim: replace FuzzyPool with LPRQ segment - it can be up to 20% faster and doesn't leak/spill sporadically Tests: unit + perf tests, loaded 2.5k procgen map, checked print_memory - no spills
1 Hour Ago
Debug log satellite Y position for my sanity
1 Hour Ago
Clean: remove editor-only add/remove fail counters - also cache cell buffer length - jit might already do it automatically, so might be moot Tests: compiles
1 Hour Ago
Take the longest route across terrain possible
2 Hours Ago
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
2 Hours Ago
rock sculpture COL
2 Hours Ago
Rock Sculpting Pedestal - gibs
2 Hours Ago
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
2 Hours Ago
Trail fade
3 Hours Ago
merge from PlayerMaintainedMonuments
3 Hours Ago
trail fix
3 Hours Ago
Perspective fix
3 Hours Ago
Clean: Add general explanation on the pool implementation - remove TODOs - buildfix for non-editor builds - bugfix of setting the wrong epoch for a slot for stale cells Tests: ran unit and perf tests
3 Hours Ago
more tweaks
3 Hours Ago
set repair and pickup to correct item prefab
3 Hours Ago
merge from f1menu_blur_fix
3 Hours Ago
Updated BlurManager to use SingletonComponent instead
3 Hours Ago
merge from water_surface_nametags_fix again (didn't go through)
3 Hours Ago
merge from water_surface_nametags_fix
3 Hours Ago
resized rock sculpture textures to 2k
3 Hours Ago
merge from paintingui_inputs_fix
3 Hours Ago
Added some slight forgiveness to query vis blocked by water check, to fix nametag inconsistencies (not being visible when your teammate is swimming right on the water surface)
3 Hours Ago
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
4 Hours Ago
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
4 Hours Ago
4 Hours Ago
scale up test
4 Hours Ago
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader