139,124 Commits over 4,474 Days - 1.30cph!
double trail distance, reduce thickness.
more closely copy the original trail effect.
texture updates to wooden crate 1
rezised and optimized
dartboard and pool table unlock
Ensure proper animation events are synced up - allowing the arrow head to show at the same time as the arrow itself
enforce mesh renderer is enabled in sculpting gui always
Merge: from fix_skipinit_error
- Buildfix(editor) - replace unsupported intrinsic
Tests: no errors in editor on script compile, checked asm
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
Merge from PlayerMaintainedMonuments/powergrid
Remove debug 15s refresh times lol
Merge from PlayerMaintainedMonuments/powergrid
lod distances tweaks same as TC
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
Rock sculpture - cleaned up duplicate textures, renamed for consistency
game_room_dlc -> new_pool_ui
changed name to rock sculpture, added colision and lods
do x and z while I'm at it
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
Debug log satellite Y position for my sanity
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
Take the longest route across terrain possible
Merge: from lprq
Prepping LPRQ segment implementation to use instead of current FuzzyPool
Tests: ran unit tests
Rock Sculpting Pedestal - gibs
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior
Tests: ran unit test
merge from PlayerMaintainedMonuments
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
set repair and pickup to correct item prefab
merge from f1menu_blur_fix
Updated BlurManager to use SingletonComponent instead
merge from water_surface_nametags_fix again (didn't go through)
merge from water_surface_nametags_fix
resized rock sculpture textures to 2k
merge from paintingui_inputs_fix
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)
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
Changed painting UI inputs polling to event based, making it framerate independant
Should fix the various issues introduced with the input system update
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader