156,744 Commits over 4,536 Days - 1.44cph!

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