143,681 Commits over 4,413 Days - 1.36cph!

Just Now
Tiny tweak on the monitor display to make it reflect better.
7 Minutes Ago
Player seed updates
8 Minutes Ago
binocuar_fixes_2 -> main
13 Minutes Ago
Ensure binoculars are hidden when relogging in
20 Minutes Ago
Course changes
22 Minutes Ago
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24 Minutes Ago
Source updates
41 Minutes Ago
codegen
49 Minutes Ago
More wip UI
59 Minutes Ago
Military vendor animation content
1 Hour Ago
Updating skinning for female skin
1 Hour Ago
more set dressing progress in streets
1 Hour Ago
Updated directional floorpaper textures, updated icons and relinked them, added descriptions
1 Hour Ago
Bandit gear skinning update
1 Hour Ago
apartment medium art
2 Hours Ago
Use in environment check on the binoculars to correctly set day/night mode better than just day/night time
2 Hours Ago
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2 Hours Ago
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2 Hours Ago
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3 Hours Ago
Flipped hte UI numbers to align with the min max flip. Removed debug gizmos from impacts. Minor polish.
3 Hours Ago
Update: use volatile int instead of Volatile.Read(ref long), as the latter is an expensive CAS Existing code was using non-volatile read of long, but I don't think it's safe Tests: ran perf tests
3 Hours Ago
setup w_bowless_crossbow anim controller with multiple deploys for loaded and unloaded states
3 Hours Ago
Bugfix: fix extreme spillage in high-contention perf test Turns out I needed to do an extra spin, whoops Tests: ran unit and perf tests
3 Hours Ago
server_browser_update_2 -> main
3 Hours Ago
- Hide distance behind a popup - Country select window changes - Minor cleanup all around
3 Hours Ago
Merge: from pool_mt
3 Hours Ago
Merge: from pool_mt
3 Hours Ago
Update(tests): add 4, 8, 16, 32 task scenarios (previously was just 32) for pool perf tests Tests: ran perf tests
3 Hours Ago
Update(tests): expand AllocDeallocMTShortLived to optionally simulate busywork We're never going to be just slamming the pool(or if we do - we shouldn't as that's overhead). This makes the test closer to real world. Tests: ran perf test
4 Hours Ago
main -> server_browser_update_2
4 Hours Ago
Fixed a shadow caching OOB exception when there are no lights in the scene
4 Hours Ago
merge from horse_rpc_fix
4 Hours Ago
Clean(tests): consolidate pool create-spilled code into Utils.MeasureAndPrint Tests: ran perf tests
4 Hours Ago
Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly It was supposed to run only when necessary
4 Hours Ago
Update: fuzzy version of pool with CircularBuffer Fastest so far, but has a tendency to spill/allocate in during very high contention AllocDeallocST - Avg: 0.63ms, Created: 0 Spilled: 0 AllocDeallocMTShortLived - Avg: 2.79ms, Created: 144(0.45%) Spilled: 169(0.53%) AllocDeallocMTLongLived - Avg: 2.94ms, Created: 0 Spilled: 0 AllocDeallocMPSC - Avg: 3.26ms, Created: 0 Spilled: 0 Tests: ran unit and perf tests
4 Hours Ago
Satellite list tidyup
4 Hours Ago
Lock trajectory button styling, setup.
4 Hours Ago
Cherrypick from pool_mt/circularbuffer - test improvements
4 Hours Ago
Update(tests): gather and output more data about the test - track created and spilled (matters for next pool version) - more profiler markers Tests: ran perf tests
4 Hours Ago
Add thruster button prefab. Restyle thruster button.
4 Hours Ago
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4 Hours Ago
bowless crossbow world model anims edited
5 Hours Ago
merge from f1tools_demo_fix
5 Hours Ago
Use static list ticked through ServerMgr for npc networking instead of unity update
5 Hours Ago
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
5 Hours Ago
Fixed F1 menu tools tab not showing in demos
5 Hours Ago
Merge from main
5 Hours Ago
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
5 Hours Ago
Tidy up thruster panel.
5 Hours Ago
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)