156,047 Commits over 4,536 Days - 1.43cph!

49 Days Ago
merge from catapult_reloadtime_nerf
49 Days Ago
Catapult reload time increased to 6 seconds (was 3)
49 Days Ago
yup, more fixes
49 Days Ago
Fix for some shadows not working correctly in demos
49 Days Ago
More fixes & tweaks
49 Days Ago
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
49 Days Ago
car lift sounds :car: :elevator:
49 Days Ago
More fixes
49 Days Ago
Fix
49 Days Ago
control screen mostly done
49 Days Ago
Fuel / fuel block tweaks
49 Days Ago
merge from PlayerMaintainedMonuments
49 Days Ago
merge from gas_station_maintainables
49 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
49 Days Ago
Control screen wip
49 Days Ago
fix car being killed when driving onto ramp adjust carlift health, re-apply immortal protection properties
49 Days Ago
Setup powerline pole ladder visual to only appear on climbable poles
49 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
49 Days Ago
merge from PlayerMaintainedMonuments
49 Days Ago
merge from water_treatment_plant_maintainables
49 Days Ago
bot
49 Days Ago
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49 Days Ago
Merge from PlayerMaintainedMonuments
49 Days Ago
Control screen WIP
49 Days Ago
Codegen
49 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
49 Days Ago
revert terrain anchors, was causing no pipes to be spawned
49 Days Ago
Testlist
49 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
49 Days Ago
Merge from main
49 Days Ago
add more terrain anchors to accomodate new model terrain
49 Days Ago
game_room_dlc -> main
49 Days Ago
A new player cannot mount while any existing pool-table mountable remains occupied
49 Days Ago
game_room_dlc -> main
49 Days Ago
Pool cue stroke movement now ignores input.vehicle_flipy
49 Days Ago
In a gamer over state allow anyone to reset the pool game
49 Days Ago
Pool: dismount players mounted on the table if they start to go underwater
49 Days Ago
Merge from parent
49 Days Ago
2nd screen tweaks. Tweak display strings.
49 Days Ago
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
49 Days Ago
Added sounds for new electrical boxes
49 Days Ago
Monitor screen setup
49 Days Ago
Final compile fix
49 Days Ago
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49 Days Ago
Tank water blend asset + reference materials.
49 Days Ago
move waterpipe in WTP scene + S2P WTP
49 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
49 Days Ago
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
49 Days Ago
merge from deploy_clipping_fixes
49 Days Ago
Another sneaky compile fix that snuck past editor tests