138,982 Commits over 4,474 Days - 1.29cph!

14 Minutes Ago
control screen mostly done
39 Minutes Ago
Fuel / fuel block tweaks
40 Minutes Ago
merge from PlayerMaintainedMonuments
43 Minutes Ago
merge from gas_station_maintainables
46 Minutes 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
49 Minutes Ago
Control screen wip
50 Minutes Ago
fix car being killed when driving onto ramp adjust carlift health, re-apply immortal protection properties
51 Minutes Ago
Setup powerline pole ladder visual to only appear on climbable poles
57 Minutes Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
1 Hour Ago
merge from PlayerMaintainedMonuments
1 Hour Ago
merge from water_treatment_plant_maintainables
1 Hour Ago
1 Hour Ago
Merge from PlayerMaintainedMonuments
1 Hour Ago
Control screen WIP
1 Hour Ago
Codegen
1 Hour 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
1 Hour Ago
revert terrain anchors, was causing no pipes to be spawned
1 Hour Ago
Testlist
1 Hour 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
1 Hour Ago
Merge from main
1 Hour Ago
add more terrain anchors to accomodate new model terrain
1 Hour Ago
game_room_dlc -> main
1 Hour Ago
A new player cannot mount while any existing pool-table mountable remains occupied
1 Hour Ago
game_room_dlc -> main
1 Hour Ago
Pool cue stroke movement now ignores input.vehicle_flipy
1 Hour Ago
In a gamer over state allow anyone to reset the pool game
1 Hour Ago
Pool: dismount players mounted on the table if they start to go underwater
1 Hour Ago
Merge from parent
1 Hour Ago
2nd screen tweaks. Tweak display strings.
1 Hour Ago
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
1 Hour Ago
Added sounds for new electrical boxes
1 Hour Ago
Monitor screen setup
1 Hour Ago
Final compile fix
1 Hour Ago
Tank water blend asset + reference materials.
1 Hour Ago
move waterpipe in WTP scene + S2P WTP
1 Hour 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
1 Hour Ago
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
1 Hour Ago
merge from deploy_clipping_fixes
1 Hour Ago
Another sneaky compile fix that snuck past editor tests
2 Hours Ago
Underground basement blocks - working out metrics and combos, added test scene
2 Hours Ago
Update: minor simplifications - get rid of retry limiters - fixup unsafe increments Couldn't figure out how to do add segment recycling, so going to change focus for a bit - will see how ConcurrentQueue performs Tests: ran unit tests
3 Hours Ago
removed old prefab
3 Hours Ago
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
3 Hours Ago
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
3 Hours Ago
master key updates - removed old meshes from viewmodel prefab - moved current setup item to tools folder with other prefabs - deleted items folder (no longer required) - moved sounds to correct folder
3 Hours Ago
bye bye compile errors :wave:
3 Hours Ago
merge from PlayerMaintainedMonuments
3 Hours Ago
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
4 Hours Ago
Change powerplant spawn priority to highest
4 Hours Ago
Compile fix