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137,793 Commits over 4,474 Days - 1.28cph!

2 Days Ago
changed name to rock sculpture, added colision and lods
2 Days Ago
do x and z while I'm at it
2 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
2 Days Ago
Debug log satellite Y position for my sanity
2 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
2 Days Ago
Take the longest route across terrain possible
2 Days Ago
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
2 Days Ago
rock sculpture COL
2 Days Ago
Rock Sculpting Pedestal - gibs
2 Days Ago
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
2 Days Ago
Trail fade
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
trail fix
2 Days Ago
Perspective fix
2 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
2 Days Ago
more tweaks
2 Days Ago
set repair and pickup to correct item prefab
2 Days Ago
merge from f1menu_blur_fix
2 Days Ago
Updated BlurManager to use SingletonComponent instead
2 Days Ago
merge from water_surface_nametags_fix again (didn't go through)
2 Days Ago
merge from water_surface_nametags_fix
2 Days Ago
resized rock sculpture textures to 2k
2 Days Ago
merge from paintingui_inputs_fix
2 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)
2 Days Ago
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
2 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
2 Days Ago
2 Days Ago
scale up test
2 Days Ago
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
2 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
2 Days Ago
updated wooden arrow icon
2 Days Ago
Flyover and curve experiment
2 Days Ago
merge from f1menu_blur_fix
2 Days Ago
Crash site remains terrain alignment test
2 Days Ago
airfield S2P
2 Days Ago
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
2 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
2 Days 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 Days 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
2 Days Ago
tweaks to stone block materials to make edges more visible
2 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
2 Days Ago
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
2 Days 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
2 Days Ago
Debug log time remaining and phase. Tweaks
2 Days Ago
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests
2 Days 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
2 Days Ago
syncvar_ornateframe_initialiser_fix -> main
2 Days Ago
Revert ornate frame back to how it was before - should fix issues with text color not working properly in build
2 Days Ago
Merge: from main
2 Days Ago
Merge: from main Random Editor crash seems to be gone on latest