140,220 Commits over 4,505 Days - 1.30cph!

14 Days 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
14 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
14 Days Ago
Remove debug 15s refresh times lol
14 Days Ago
14 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
14 Days Ago
lod distances tweaks same as TC
14 Days 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
14 Days Ago
Rock sculpture - cleaned up duplicate textures, renamed for consistency
14 Days Ago
updated temp icon
14 Days Ago
main -> game_room_dlc
14 Days Ago
game_room_dlc -> new_pool_ui
14 Days Ago
Max trail length convar
14 Days Ago
changed name to rock sculpture, added colision and lods
14 Days Ago
do x and z while I'm at it
14 Days 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
14 Days Ago
Debug log satellite Y position for my sanity
14 Days 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
14 Days Ago
Take the longest route across terrain possible
14 Days Ago
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
14 Days Ago
rock sculpture COL
14 Days Ago
Rock Sculpting Pedestal - gibs
14 Days Ago
Experimenting with a super duper long trail
14 Days Ago
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
14 Days Ago
Trail fade
14 Days Ago
merge from PlayerMaintainedMonuments
14 Days Ago
trail fix
14 Days Ago
Perspective fix
14 Days 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
14 Days Ago
more tweaks
14 Days Ago
set repair and pickup to correct item prefab
14 Days Ago
merge from f1menu_blur_fix
14 Days Ago
Updated BlurManager to use SingletonComponent instead
14 Days Ago
merge from water_surface_nametags_fix again (didn't go through)
14 Days Ago
merge from water_surface_nametags_fix
14 Days Ago
resized rock sculpture textures to 2k
14 Days Ago
merge from paintingui_inputs_fix
14 Days 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)
14 Days Ago
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
14 Days Ago
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
14 Days Ago
14 Days Ago
scale up test
14 Days Ago
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
14 Days Ago
Optim: inline LPRQ segment logic, get rid of the overall queue Perf test is averaging 2.8ms, improvement over FuzzyPool by 20% Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
14 Days Ago
updated wooden arrow icon
14 Days Ago
Flyover and curve experiment
14 Days Ago
merge from f1menu_blur_fix
14 Days Ago
Crash site remains terrain alignment test
14 Days Ago
airfield S2P
14 Days Ago
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
14 Days Ago
Added variants of the control panel models for airfield with screen glass and screen depth, prefabs. Modified the airdrop and chinook prefabs with the new models, pushed World UI elements into the screens volume