139,140 Commits over 4,474 Days - 1.30cph!

Today
Catapult reload time increased to 6 seconds (was 3)
Today
yup, more fixes
Today
Fix for some shadows not working correctly in demos
Today
More fixes & tweaks
Today
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
Today
car lift sounds :car: :elevator:
Today
More fixes
Today
Fix
Today
control screen mostly done
Yesterday
Fuel / fuel block tweaks
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from gas_station_maintainables
Yesterday
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
Yesterday
Control screen wip
Yesterday
fix car being killed when driving onto ramp adjust carlift health, re-apply immortal protection properties
Yesterday
Setup powerline pole ladder visual to only appear on climbable poles
Yesterday
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Control screen WIP
Yesterday
Codegen
Yesterday
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
Yesterday
revert terrain anchors, was causing no pipes to be spawned
Yesterday
Testlist
Yesterday
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
Yesterday
Merge from main
Yesterday
add more terrain anchors to accomodate new model terrain
Yesterday
game_room_dlc -> main
Yesterday
A new player cannot mount while any existing pool-table mountable remains occupied
Yesterday
game_room_dlc -> main
Yesterday
Pool cue stroke movement now ignores input.vehicle_flipy
Yesterday
In a gamer over state allow anyone to reset the pool game
Yesterday
Pool: dismount players mounted on the table if they start to go underwater
Yesterday
Merge from parent
Yesterday
2nd screen tweaks. Tweak display strings.
Yesterday
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
Yesterday
Added sounds for new electrical boxes
Yesterday
Monitor screen setup
Yesterday
Final compile fix
Yesterday
Tank water blend asset + reference materials.
Yesterday
move waterpipe in WTP scene + S2P WTP
Yesterday
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
Yesterday
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
Yesterday
merge from deploy_clipping_fixes
Yesterday
Another sneaky compile fix that snuck past editor tests
Yesterday
Underground basement blocks - working out metrics and combos, added test scene
Yesterday
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
Yesterday
removed old prefab