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137,685 Commits over 4,474 Days - 1.28cph!

2 Days Ago
Last weaks
2 Days Ago
merge from demos_shadow_fix
2 Days Ago
Phrases
2 Days Ago
merge from catapult_reloadtime_nerf
2 Days Ago
Catapult reload time increased to 6 seconds (was 3)
2 Days Ago
yup, more fixes
2 Days Ago
Fix for some shadows not working correctly in demos
2 Days Ago
More fixes & tweaks
2 Days Ago
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
2 Days Ago
car lift sounds :car: :elevator:
2 Days Ago
More fixes
2 Days Ago
Fix
2 Days Ago
control screen mostly done
2 Days Ago
Fuel / fuel block tweaks
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
merge from gas_station_maintainables
2 Days Ago
new hit guide fixes - changed depth texture used - small negative scale offset to stop flash of z-fighting on single carve - reduced line distance so it's more consistent with small carve radius - turned off old ripples
2 Days Ago
Control screen wip
2 Days Ago
fix car being killed when driving onto ramp adjust carlift health, re-apply immortal protection properties
2 Days Ago
Setup powerline pole ladder visual to only appear on climbable poles
2 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
merge from water_treatment_plant_maintainables
2 Days Ago
2 Days Ago
Merge from PlayerMaintainedMonuments
2 Days Ago
Control screen WIP
2 Days Ago
Codegen
2 Days Ago
Update: reimpleemnt whole of CoreCLR's ConcurrentQueue (same as in shipped mscorlib) - added extra telemetry to track segment alloc/retire, general tries, gc activity This time didn't rip out the segment growing logic, and looks like if it safely fits in one segment, it can be consistently used. Going to confirm if extra large segment is enough, then it'll be a viable candidate Tests: ran unit tests and AllocDeallocMTShortLived(32,False) perf test
2 Days Ago
revert terrain anchors, was causing no pipes to be spawned
2 Days Ago
Testlist
2 Days Ago
New automated test for animation events using DoEffect that point to prefabs that don't exist finds 27 cases, will need to figure out what to do with them
2 Days Ago
Merge from main
2 Days Ago
add more terrain anchors to accomodate new model terrain
2 Days Ago
game_room_dlc -> main
2 Days Ago
A new player cannot mount while any existing pool-table mountable remains occupied
2 Days Ago
game_room_dlc -> main
2 Days Ago
Pool cue stroke movement now ignores input.vehicle_flipy
2 Days Ago
In a gamer over state allow anyone to reset the pool game
2 Days Ago
Pool: dismount players mounted on the table if they start to go underwater
2 Days Ago
Merge from parent
2 Days Ago
2nd screen tweaks. Tweak display strings.
2 Days Ago
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
2 Days Ago
Added sounds for new electrical boxes
2 Days Ago
Monitor screen setup
2 Days Ago
Final compile fix
2 Days Ago
Tank water blend asset + reference materials.
2 Days Ago
move waterpipe in WTP scene + S2P WTP
2 Days Ago
integrate waterbody shader with water tank spinup time add testing convar for forcing tank pressure "watertreatmentwatertank.force_pressure <pressure>" remove unused prefab reduce size of colliders on water spouts
Rin
2 Days Ago
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
2 Days Ago
merge from deploy_clipping_fixes