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137,382 Commits over 4,474 Days - 1.28cph!

15 Minutes Ago
merge from PlayerMaintainedMonuments
17 Minutes Ago
trail fix
21 Minutes Ago
Perspective fix
29 Minutes 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
34 Minutes Ago
more tweaks
36 Minutes Ago
set repair and pickup to correct item prefab
43 Minutes Ago
merge from f1menu_blur_fix
44 Minutes Ago
Updated BlurManager to use SingletonComponent instead
45 Minutes Ago
merge from water_surface_nametags_fix again (didn't go through)
47 Minutes Ago
merge from water_surface_nametags_fix
47 Minutes Ago
resized rock sculpture textures to 2k
47 Minutes Ago
merge from paintingui_inputs_fix
47 Minutes 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)
57 Minutes Ago
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
1 Hour Ago
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
1 Hour Ago
1 Hour Ago
scale up test
1 Hour Ago
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
1 Hour 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
1 Hour Ago
updated wooden arrow icon
2 Hours Ago
Flyover and curve experiment
2 Hours Ago
merge from f1menu_blur_fix
2 Hours Ago
Crash site remains terrain alignment test
2 Hours Ago
airfield S2P
2 Hours Ago
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
2 Hours 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
2 Hours Ago
Optim: use same trick of oversized segment to avoid segment churn Looks faster than FuzzyPool, noice Tests: ran unit tests + select perf tests
2 Hours Ago
Optim: inline segment storage and strip all ConcurrentQueue logic My previous estimate of 10% degradation was off - it actually was 6ms vs 3.5ms. With these changes I consistently get 4ms for AllocDeallocMTShortLived(32,False) perf test - 15% loss, still acceptable Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
3 Hours Ago
tweaks to stone block materials to make edges more visible
3 Hours Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Hours Ago
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
3 Hours Ago
Update powergrid convars - Add convar for overriding which power stage green recyclers return to their full efficiency - Removed delay between jobs in stage change work queue. Was mostly to get powerline poles lighting up in a sequence but we've since removed those lights - powergrid.status now displays the required number of fuses for each stage
3 Hours Ago
Debug log time remaining and phase. Tweaks
3 Hours Ago
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests
3 Hours Ago
Second pass of checks over monument blockers now new blocker LOD system is in, fixed broken LOD chains, set LOD distances, disabled shadows, tested
3 Hours Ago
syncvar_ornateframe_initialiser_fix -> main
3 Hours Ago
Revert ornate frame back to how it was before - should fix issues with text color not working properly in build
3 Hours Ago
Merge: from main
3 Hours Ago
Merge: from main Random Editor crash seems to be gone on latest
3 Hours Ago
Moved the bullshit PipelineTests menu items to Tools/PipelineTests
3 Hours Ago
final grid resolution set for rock sculpture
3 Hours Ago
Clamp descent seconds so phase 2 is always full
4 Hours Ago
wip/test
4 Hours Ago
Merge from PlayerMaintainedMonuments/powergrid
4 Hours Ago
Rock sculpting pedestal - LODs
4 Hours Ago
Merge from PlayerMaintainedMonuments
4 Hours Ago
Merge from main
4 Hours Ago
Update recycler offline english string
4 Hours Ago
small gizmo and editor command fixes
4 Hours Ago
Optim: use an over capacity segment to avoid segment churn This keeps GC activity at 0. Perf seems 10% worse than Fuzzy, but it's acceptable. Though there's a bug somewhere. Tests: AllocDeallocMTShortLived(32,False) perf test