147,544 Commits over 4,444 Days - 1.38cph!

2 Days Ago
Manifest, codegen, localization
2 Days Ago
Merge: from main
2 Days Ago
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar - Codegen Former doesn't show 2 options in console Tests: booted into craggy and checked suggestions
2 Days Ago
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set dressing progress on 1st floor of wing lower ao factor on broken tiles material
2 Days Ago
Quick test of a 2 stage descent
2 Days Ago
Hairbun/ponytail proper material assignment in import settings
2 Days Ago
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool) https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
2 Days Ago
Remade ponytail/bun wood helmet conditionals (with consistent vertex order) Re-applied skin to all ponytail/bun meshes to keep bone list consistent Woodhelmet LOD2 keeps default mesh (so ponytail/bun doesn't dissapear)
2 Days Ago
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2 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
2 Days Ago
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments
3 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
3 Days Ago
Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
3 Days Ago
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3 Days Ago
Check charm ownership when firing the UpdateAccessoryOnItem rpc
3 Days Ago
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3 Days Ago
steam_retry_button_fix -> main
3 Days Ago
LODs and collision and vertex blends for playground assets
3 Days Ago
Calculate a suitable position as soon as a satellite is selected.
3 Days Ago
small transform access usage change
3 Days Ago
disabled editor-only sync on all bc materials
3 Days Ago
Update(tests): add a synthetic test to cause pool spill runaway - moved other spillage tests to Unit namespace and merge into 1 test Made it to fail consistently at 4 consume threads Tests: ran tests
3 Days Ago
merge from attachment_charms/ui
3 Days Ago
Can change charms in the repair bench as well
3 Days Ago
Enable RW on all meshes currently used for collision in the apartments monument
3 Days Ago
Prepare camera motion vector pass
3 Days Ago
testlist
3 Days Ago
merge from mfm2 (merge from main)
3 Days Ago
More manual fixes after merge
3 Days Ago
Hide change accessory button if you dont own any accessory
3 Days Ago
Charms search bar Minor styling update
3 Days Ago
merge from main manually resolve Elevator and VendingMachine conflicts
3 Days Ago
merge from main
3 Days Ago
merge from status_convar_fix
3 Days Ago
merge from streamermode_fix
3 Days Ago
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3 Days Ago
Charm icon tooltip
3 Days Ago
SSAO render feature port
3 Days Ago
Revert 153856
3 Days Ago
merge from main
3 Days Ago
merge from contact_lowresasset_fix
3 Days Ago
Fixed contact mugshot_unknown UI asset using streaming mip maps
3 Days Ago
merge from optimize_train_track_meshes -> main
3 Days Ago
Fix IsAnyLODVisible() not being inverted in OnMeshJobFinished() causing rail meshes to be always deleted instead of only deleted if the LOD was hidden before the mesh generation job finished
3 Days Ago
Fix filter to only generate lowest LOD only checking if filter is null, not if filter is empty - fixes rivers + roads + train track meshes not generating at all