139,069 Commits over 4,474 Days - 1.30cph!

Today
Control screen WIP
Codegen
Today
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
Today
revert terrain anchors, was causing no pipes to be spawned
Testlist
Today
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
Merge from main
Today
add more terrain anchors to accomodate new model terrain
game_room_dlc -> main
A new player cannot mount while any existing pool-table mountable remains occupied
game_room_dlc -> main
Pool cue stroke movement now ignores input.vehicle_flipy
In a gamer over state allow anyone to reset the pool game
Pool: dismount players mounted on the table if they start to go underwater
Today
Merge from parent
Today
2nd screen tweaks. Tweak display strings.
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
Today
Added sounds for new electrical boxes
Today
Monitor screen setup
Today
Final compile fix
Today
Tank water blend asset + reference materials.
Today
move waterpipe in WTP scene + S2P WTP
Today
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
Today
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
Today
merge from deploy_clipping_fixes
Today
Another sneaky compile fix that snuck past editor tests
Today
Underground basement blocks - working out metrics and combos, added test scene
Today
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
Today
removed old prefab
Today
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
Today
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
Today
master key updates - removed old meshes from viewmodel prefab - moved current setup item to tools folder with other prefabs - deleted items folder (no longer required) - moved sounds to correct folder
Today
bye bye compile errors :wave:
Today
merge from PlayerMaintainedMonuments
Today
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
Today
Change powerplant spawn priority to highest
Today
Compile fix
Merge from PlayerMaintainedMonuments
Merge from MonumentBlockers/workflow_improvements
Today
made screen flatter and added an object to mark position for ui screen
Today
Do not calculate remaining distance twice
Today
Added tooltips to shapes
Today
Optimize fsm wait for navmesh
Today
Improve npcs path following performance, fix npcs sometimes not moving
Today
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
Today
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
Today
Disambiguate rust nav mesh helpers
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
Today
Merge from main