140,079 Commits over 4,505 Days - 1.30cph!

10 Days Ago
made screen flatter and added an object to mark position for ui screen
10 Days Ago
Do not calculate remaining distance twice
10 Days Ago
Added tooltips to shapes
10 Days Ago
Optimize fsm wait for navmesh
10 Days Ago
Improve npcs path following performance, fix npcs sometimes not moving
10 Days Ago
reworked smoothness/hardness of the SDF brush to be relative brush size so it's more consistent, also increased max strength so it might feel touchy if you only do 0 or 1
10 Days Ago
Don't send a chat message on the first call of StartSpectating - removes the intermediate confusing local chat message "Spectating: {playerName}. SteamID: {steamId}" before the message for the final spectate target
10 Days Ago
Disambiguate rust nav mesh helpers
10 Days Ago
Fix not being able to find collider mesh if there is just one mesh in the FBX asset for it Serialized data migration for all prefabs which use StagedDestructionEntityInfo
10 Days Ago
Merge from main
10 Days Ago
Update artifacts
10 Days Ago
Fix sample radius being insufficient to check if player is on navmesh
10 Days Ago
Fix leftover comment and stale dll
10 Days Ago
merge from main
10 Days Ago
Optim: reduce GC impact by reducing how many segments we trash This forces serialization at the point of segment exhaustion. Need to see if I can setup some sort of recycling to reduce busy spinning Tests: ran AllocDeallocMTShortLived(32, false), no more GC reports
10 Days Ago
Bugfix(tests): fix 2 pooling tests having bad setup after Spillage tests These tests rely on explicit sizes/counters, so were randomly failing Tests: ran all PoolTests unit tests
10 Days Ago
Optimize npc movement
10 Days Ago
WIP: new avatar masks new top bar
10 Days Ago
Improve workflow for setting which colliders are enabled and which collider meshes to use at different destruction stages Fix preview mesh destruction stage and LOD slider not retaining its currently displayed stage/LOD
10 Days Ago
game_room_dlc -> new_pool_ui
10 Days Ago
merge from main
10 Days Ago
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
10 Days Ago
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
10 Days Ago
wtp S2P
10 Days Ago
WTP sign for the water inlet puzzle
10 Days Ago
Added the DarBoardReticule shader
10 Days Ago
merge from main
10 Days Ago
pooltable - updated guide model to match wide deploy bounds
10 Days Ago
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
10 Days Ago
pooltable - added corner floor guides to help with placement inside bases
10 Days Ago
set up viewmodel renderer
10 Days Ago
Updated description
10 Days Ago
removed unused model prefab
10 Days Ago
Thruster buttons
10 Days Ago
new rock sculpture model and temp ao/normal textures. scale broken
10 Days Ago
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test
10 Days Ago
merge from uibindings_nre_fix
10 Days Ago
Fix attempt for the UI bindings NRE spam
10 Days Ago
Control screen wip
10 Days Ago
jukebox - added gibs - updated material and prefab
10 Days Ago
Dismount the player from the pooltable if theres no ground beneath them
10 Days Ago
pool: add more profiling everywhere
10 Days Ago
Offline screen finished. Removed some now dead UI code.
10 Days Ago
Bar Wallpapers - fixes and renames
10 Days Ago
assigned concrete physics mat to block
10 Days Ago
R/W satellite_crashed_col
10 Days Ago
Cooldown screen wip
10 Days Ago
merge from crafting_stall_fix
10 Days Ago
fixed clipping issues with barstool mounts
10 Days Ago
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)