157,538 Commits over 4,536 Days - 1.45cph!

2 Months Ago
changed name to rock sculpture, added colision and lods
2 Months Ago
do x and z while I'm at it
2 Months Ago
Merge: from pool_leak_experiments - Optim: replace FuzzyPool with LPRQ segment - it can be up to 20% faster and doesn't leak/spill sporadically Tests: unit + perf tests, loaded 2.5k procgen map, checked print_memory - no spills
2 Months Ago
Debug log satellite Y position for my sanity
2 Months Ago
Clean: remove editor-only add/remove fail counters - also cache cell buffer length - jit might already do it automatically, so might be moot Tests: compiles
2 Months Ago
Take the longest route across terrain possible
2 Months Ago
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
2 Months Ago
rock sculpture COL
2 Months Ago
Rock Sculpting Pedestal - gibs
2 Months Ago
Experimenting with a super duper long trail
2 Months Ago
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
2 Months Ago
Trail fade
2 Months Ago
merge from PlayerMaintainedMonuments
2 Months Ago
trail fix
2 Months Ago
Perspective fix
2 Months Ago
Clean: Add general explanation on the pool implementation - remove TODOs - buildfix for non-editor builds - bugfix of setting the wrong epoch for a slot for stale cells Tests: ran unit and perf tests
2 Months Ago
more tweaks
2 Months Ago
set repair and pickup to correct item prefab
2 Months Ago
merge from f1menu_blur_fix
2 Months Ago
Updated BlurManager to use SingletonComponent instead
2 Months Ago
merge from water_surface_nametags_fix again (didn't go through)
2 Months Ago
merge from water_surface_nametags_fix
2 Months Ago
resized rock sculpture textures to 2k
2 Months Ago
merge from paintingui_inputs_fix
2 Months Ago
Added some slight forgiveness to query vis blocked by water check, to fix nametag inconsistencies (not being visible when your teammate is swimming right on the water surface)
2 Months Ago
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
2 Months Ago
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
2 Months Ago
2 Months Ago
scale up test
2 Months Ago
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
2 Months Ago
Optim: inline LPRQ segment logic, get rid of the overall queue Perf test is averaging 2.8ms, improvement over FuzzyPool by 20% Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
2 Months Ago
updated wooden arrow icon
2 Months Ago
Flyover and curve experiment
2 Months Ago
merge from f1menu_blur_fix
2 Months Ago
Crash site remains terrain alignment test
2 Months Ago
airfield S2P
2 Months Ago
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
2 Months Ago
Added variants of the control panel models for airfield with screen glass and screen depth, prefabs. Modified the airdrop and chinook prefabs with the new models, pushed World UI elements into the screens volume
2 Months Ago
Optim: use same trick of oversized segment to avoid segment churn Looks faster than FuzzyPool, noice Tests: ran unit tests + select perf tests
2 Months Ago
Optim: inline segment storage and strip all ConcurrentQueue logic My previous estimate of 10% degradation was off - it actually was 6ms vs 3.5ms. With these changes I consistently get 4ms for AllocDeallocMTShortLived(32,False) perf test - 15% loss, still acceptable Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
2 Months Ago
tweaks to stone block materials to make edges more visible
2 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
2 Months Ago
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
2 Months Ago
Update powergrid convars - Add convar for overriding which power stage green recyclers return to their full efficiency - Removed delay between jobs in stage change work queue. Was mostly to get powerline poles lighting up in a sequence but we've since removed those lights - powergrid.status now displays the required number of fuses for each stage
2 Months Ago
Debug log time remaining and phase. Tweaks
2 Months Ago
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests
2 Months Ago
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2 Months Ago
Second pass of checks over monument blockers now new blocker LOD system is in, fixed broken LOD chains, set LOD distances, disabled shadows, tested
2 Months Ago
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2 Months Ago
syncvar_ornateframe_initialiser_fix -> main