139,073 Commits over 4,474 Days - 1.30cph!

Today
Don't send a chat message on the first call of StartSpectating - removes the intermediate confusing local chat message "Spectating: {playerName}. SteamID: {steamId}" before the message for the final spectate target
Today
Disambiguate rust nav mesh helpers
Fix not being able to find collider mesh if there is just one mesh in the FBX asset for it Serialized data migration for all prefabs which use StagedDestructionEntityInfo
Today
Merge from main
Today
Update artifacts
Today
Fix sample radius being insufficient to check if player is on navmesh
Today
Fix leftover comment and stale dll
Today
merge from main
Today
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
Today
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
Today
Optimize npc movement
WIP: new avatar masks new top bar
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
game_room_dlc -> new_pool_ui
Today
merge from main
Today
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
Today
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
Today
wtp S2P
Today
WTP sign for the water inlet puzzle
Today
Added the DarBoardReticule shader
Today
merge from main
Today
pooltable - updated guide model to match wide deploy bounds
Yesterday
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
Yesterday
pooltable - added corner floor guides to help with placement inside bases
Yesterday
set up viewmodel renderer
Yesterday
Updated description
Yesterday
removed unused model prefab
Yesterday
Thruster buttons
Yesterday
new rock sculpture model and temp ao/normal textures. scale broken
Yesterday
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
Yesterday
merge from uibindings_nre_fix
Yesterday
Fix attempt for the UI bindings NRE spam
Yesterday
Control screen wip
Yesterday
jukebox - added gibs - updated material and prefab
Yesterday
Dismount the player from the pooltable if theres no ground beneath them
Yesterday
pool: add more profiling everywhere
Yesterday
Offline screen finished. Removed some now dead UI code.
Yesterday
Bar Wallpapers - fixes and renames
Yesterday
assigned concrete physics mat to block
Yesterday
R/W satellite_crashed_col
Yesterday
Cooldown screen wip
Yesterday
merge from crafting_stall_fix
Yesterday
fixed clipping issues with barstool mounts
Yesterday
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
Yesterday
Added heavy fuse spawn to crate_normal and crate_normal2 Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
Yesterday
merge from main
Yesterday
Locked screen finished
Yesterday
Merge from PMM
Yesterday
updated the pipe_hole mesh to be shaped more like junkpiles mounds
Yesterday
back from trip, big merge from main