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137,327 Commits over 4,474 Days - 1.28cph!

Today
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
Today
car lift sounds :car: :elevator:
Today
More fixes
Today
Fix
Today
control screen mostly done
Today
Fuel / fuel block tweaks
Today
merge from PlayerMaintainedMonuments
Today
merge from gas_station_maintainables
Today
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
Today
Control screen wip
Today
fix car being killed when driving onto ramp adjust carlift health, re-apply immortal protection properties
Setup powerline pole ladder visual to only appear on climbable poles
Today
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
Today
merge from PlayerMaintainedMonuments
Today
merge from water_treatment_plant_maintainables
Today
Merge from PlayerMaintainedMonuments
Today
Control screen WIP
Codegen
Today
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
Today
revert terrain anchors, was causing no pipes to be spawned
Testlist
Today
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
Merge from main
Today
add more terrain anchors to accomodate new model terrain
game_room_dlc -> main
A new player cannot mount while any existing pool-table mountable remains occupied
game_room_dlc -> main
Pool cue stroke movement now ignores input.vehicle_flipy
In a gamer over state allow anyone to reset the pool game
Pool: dismount players mounted on the table if they start to go underwater
Today
Merge from parent
Today
2nd screen tweaks. Tweak display strings.
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
Today
Added sounds for new electrical boxes
Today
Monitor screen setup
Today
Final compile fix
Today
Tank water blend asset + reference materials.
Today
move waterpipe in WTP scene + S2P WTP
Today
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
Today
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
Today
merge from deploy_clipping_fixes
Today
Another sneaky compile fix that snuck past editor tests
Today
Underground basement blocks - working out metrics and combos, added test scene
Today
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
Today
removed old prefab
Today
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
Today
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
Today
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
Today
bye bye compile errors :wave: