156,318 Commits over 4,536 Days - 1.44cph!

51 Days Ago
merge from main
51 Days Ago
Optim: reduce GC impact by reducing how many segments we trash This forces serialization at the point of segment exhaustion. Need to see if I can setup some sort of recycling to reduce busy spinning Tests: ran AllocDeallocMTShortLived(32, false), no more GC reports
51 Days Ago
Bugfix(tests): fix 2 pooling tests having bad setup after Spillage tests These tests rely on explicit sizes/counters, so were randomly failing Tests: ran all PoolTests unit tests
51 Days Ago
Optimize npc movement
51 Days Ago
WIP: new avatar masks new top bar
51 Days Ago
Improve workflow for setting which colliders are enabled and which collider meshes to use at different destruction stages Fix preview mesh destruction stage and LOD slider not retaining its currently displayed stage/LOD
51 Days Ago
game_room_dlc -> new_pool_ui
51 Days Ago
merge from main
51 Days Ago
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
51 Days Ago
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
51 Days Ago
wtp S2P
51 Days Ago
WTP sign for the water inlet puzzle
51 Days Ago
Added the DarBoardReticule shader
51 Days Ago
merge from main
51 Days Ago
pooltable - updated guide model to match wide deploy bounds
51 Days Ago
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51 Days Ago
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51 Days Ago
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
51 Days Ago
pooltable - added corner floor guides to help with placement inside bases
51 Days Ago
set up viewmodel renderer
51 Days Ago
Updated description
51 Days Ago
removed unused model prefab
51 Days Ago
Thruster buttons
51 Days Ago
new rock sculpture model and temp ao/normal textures. scale broken
51 Days Ago
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test
51 Days Ago
merge from uibindings_nre_fix
51 Days Ago
Fix attempt for the UI bindings NRE spam
51 Days Ago
Control screen wip
51 Days Ago
jukebox - added gibs - updated material and prefab
51 Days Ago
Dismount the player from the pooltable if theres no ground beneath them
51 Days Ago
pool: add more profiling everywhere
51 Days Ago
Offline screen finished. Removed some now dead UI code.
51 Days Ago
Bar Wallpapers - fixes and renames
51 Days Ago
assigned concrete physics mat to block
51 Days Ago
R/W satellite_crashed_col
51 Days Ago
Cooldown screen wip
51 Days Ago
merge from crafting_stall_fix
51 Days Ago
fixed clipping issues with barstool mounts
51 Days Ago
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
Rin
51 Days Ago
Added heavy fuse spawn to crate_normal and crate_normal2 Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
51 Days Ago
merge from main
51 Days Ago
Locked screen finished
51 Days Ago
Merge from PMM
51 Days Ago
updated the pipe_hole mesh to be shaped more like junkpiles mounds
51 Days Ago
back from trip, big merge from main
51 Days Ago
fixed gas station interior LOD1 borked material assignment underground
51 Days Ago
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
51 Days Ago
Another heavy fuse loot table pass
51 Days Ago
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
51 Days Ago
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m