147,553 Commits over 4,444 Days - 1.38cph!

3 Days Ago
merge from main
3 Days Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
3 Days Ago
Manifest, localization
3 Days Ago
Merge from main
3 Days Ago
Added a button to the skinviewer window to strip unwanted components, uses LODStripper with a custom list of component to exclude
3 Days Ago
Charms can be inspected using the skin viewer
3 Days Ago
merge from vending_mapmarker_pooling_fix
3 Days Ago
Fix a vending machine map marker pooling bug that causes markers to appear in wrong locations on the map when some are merged into clusters
3 Days Ago
Merge: from pool_mt - Bugfix: avoid extensive spills/misses with new Pool - Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
3 Days Ago
Manifest, codegen, localization
3 Days Ago
Merge: from main
3 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
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set dressing progress on 1st floor of wing lower ao factor on broken tiles material
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Quick test of a 2 stage descent
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Hairbun/ponytail proper material assignment in import settings
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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
3 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)
3 Days Ago
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3 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
3 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
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3 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
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Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
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Check charm ownership when firing the UpdateAccessoryOnItem rpc
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steam_retry_button_fix -> main
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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
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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
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testlist
3 Days Ago
merge from mfm2 (merge from main)
3 Days Ago
More manual fixes after merge
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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
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merge from main
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merge from status_convar_fix
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merge from streamermode_fix
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