146,574 Commits over 4,444 Days - 1.37cph!
Colored player name and date on ban notifications
Fix spawngrid only accepting integer spacing
Apply PoolAnalyzerNonCaching attribute to a bunch more methods that are used with pooled arguments and are known to not cache them - Vis.Entities, GamePhysics.Trace / Overlap etc.
- Found and fixed two more (small) pool leaks
Also found an existing PoolAnalyzer issue, flagging a false positive MissingFree when there's an early return inside a try and the finally contains the free.
- Updated the analyzer to correctly catch this edge case, added some tests to confirm
Reworked the reload after anims changes
Remove MenuOption thing I was testing
Enable position on mailbox slide entity
Text expands if the icon link is disabled
Clearing anim polish
Modify EntityItem_RotateWhenOn to also support moving position
Swap one of the prop mailboxes for a entity mailbox in apartment_complex_core.prefab
Make entity version of apartment mailbox + relevant code
Rotated dart animations to be facing the correct direction
Disable mipmaps on the LR300 display numbers texture, fixes the ammo readout not rendering
Disable biome layer on the number materials, did not appear to be doing anything
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Notifications can hold more text, they auto scale to fit
Fixed light collider oddities.
Rebuild manifest
Remove duplicate part visibility rule on m16a2 entity
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Make the RRP toggle a saved ConVar
Notifications:
- Fixed scroll not working
- Fixed clear all button text wrapping issue
Prefabed everything, cleanup
Configured custom tone mapping setting for all main camera post process volumes
Updated FBX with new poncho fur fix. updated prefab with new fbx.
Added new Custom mode for tone mapping in RRP
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
fixes and improved QoL
- starting and ending game happens in interact menu of the board, not the mountable mat
- updating score timer happens when you step on and off mat, so stepping off pauses the timer and doesnt ruin leaderboard run
- fixed scoring issue on winning turn
- added game over panel to score panel, otherwise there was no indication a game was done
- fixed UI to show loaderboard time instead of scoring (as scoring is now in world)
- mounting/dimounting sends network update to board, so it can display changes on clients
- added player name to score cards
- fix playerdata states not being set properly
monument blocker - collapse: combined and cleaned up assets
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
Tweaks to LOD textures for crew cut, ponytail and bun
Merge from render_pipeline_testing
Pre-thruster testing... test
CLAUDE.md (redirects to .github/copilot-instructions.md)
handling max-triangles length properly
Add blue noise dithering (but don't use it yet)
Convar'd and refactored a bunch of stuff for easier tweaking and testing.
Fixed strobe light medium speed flag clashing with the IO short circuit flag
Fixed inspecting in the skin viewer not working, it was only working if the bind was strictly set to inventory.examineheld
texture polish on industrial barricade, temporary emissive setup (will switch to UV2s for proper em)
Fixed GetButtonsWithBind not finding binds when giving it the full command with args
Fixes NeedsKeyboard not letting AllowedBinds go through (fixes binds not working in painting UI)