143,696 Commits over 4,413 Days - 1.36cph!

4 Minutes Ago
Added vehicle damage to the fragmentation mortar shell (50 to match the F1 grenade)
17 Minutes Ago
Merge from workbench_upgrades
18 Minutes Ago
Reinforced upgrade can now specify health bonus values per workbench level/type. Set initial values to maintain existing health boosts (effectively 150% of bench health)
19 Minutes Ago
Salvaged Cleaver audio tweaks
30 Minutes Ago
Improved HUD contrast. Removed the old disabled UI from the prefab.
35 Minutes Ago
exported edited 3p zipline anims
34 Minutes Ago
6.3 fix
43 Minutes Ago
Fix existing sell order NRE
49 Minutes Ago
Fixing stray verts skinning for garage door
50 Minutes Ago
RRP viewmodel camera
1 Hour Ago
Removed editor code that's no longer needed
1 Hour Ago
first pass on leaderboard, still WIP
1 Hour Ago
Improve mortar deployment around players
1 Hour Ago
Initial commit Basic setup and boilerplate stuff to turn on powerplant using new fuse like item, feeds power into a global powergrid which can be plugged into at IO access points. ✨𝘴𝘶𝘣𝘫𝘦𝘤𝘵 𝘵𝘰 𝘤𝘩𝘢𝘯𝘨𝘦™✨
1 Hour Ago
tick rate and visual tweaks
1 Hour Ago
Tiny tweak on the monitor display to make it reflect better.
2 Hours Ago
Player seed updates
2 Hours Ago
binocuar_fixes_2 -> main
2 Hours Ago
Ensure binoculars are hidden when relogging in
2 Hours Ago
Course changes
2 Hours Ago
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2 Hours Ago
Source updates
3 Hours Ago
codegen
3 Hours Ago
More wip UI
3 Hours Ago
Military vendor animation content
3 Hours Ago
Updating skinning for female skin
3 Hours Ago
more set dressing progress in streets
3 Hours Ago
Updated directional floorpaper textures, updated icons and relinked them, added descriptions
3 Hours Ago
Bandit gear skinning update
3 Hours Ago
apartment medium art
4 Hours Ago
Use in environment check on the binoculars to correctly set day/night mode better than just day/night time
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Flipped hte UI numbers to align with the min max flip. Removed debug gizmos from impacts. Minor polish.
5 Hours Ago
Update: use volatile int instead of Volatile.Read(ref long), as the latter is an expensive CAS Existing code was using non-volatile read of long, but I don't think it's safe Tests: ran perf tests
5 Hours Ago
setup w_bowless_crossbow anim controller with multiple deploys for loaded and unloaded states
5 Hours Ago
Bugfix: fix extreme spillage in high-contention perf test Turns out I needed to do an extra spin, whoops Tests: ran unit and perf tests
5 Hours Ago
server_browser_update_2 -> main
5 Hours Ago
- Hide distance behind a popup - Country select window changes - Minor cleanup all around
5 Hours Ago
Merge: from pool_mt
5 Hours Ago
Merge: from pool_mt
5 Hours Ago
Update(tests): add 4, 8, 16, 32 task scenarios (previously was just 32) for pool perf tests Tests: ran perf tests
5 Hours Ago
Update(tests): expand AllocDeallocMTShortLived to optionally simulate busywork We're never going to be just slamming the pool(or if we do - we shouldn't as that's overhead). This makes the test closer to real world. Tests: ran perf test
5 Hours Ago
main -> server_browser_update_2
5 Hours Ago
Fixed a shadow caching OOB exception when there are no lights in the scene
6 Hours Ago
merge from horse_rpc_fix
6 Hours Ago
Clean(tests): consolidate pool create-spilled code into Utils.MeasureAndPrint Tests: ran perf tests
6 Hours Ago
Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly It was supposed to run only when necessary
6 Hours Ago
Update: fuzzy version of pool with CircularBuffer Fastest so far, but has a tendency to spill/allocate in during very high contention AllocDeallocST - Avg: 0.63ms, Created: 0 Spilled: 0 AllocDeallocMTShortLived - Avg: 2.79ms, Created: 144(0.45%) Spilled: 169(0.53%) AllocDeallocMTLongLived - Avg: 2.94ms, Created: 0 Spilled: 0 AllocDeallocMPSC - Avg: 3.26ms, Created: 0 Spilled: 0 Tests: ran unit and perf tests