139,582 Commits over 4,505 Days - 1.29cph!

16 Days Ago
merge from game_room_dlc
16 Days Ago
merge from darts_game
16 Days Ago
Merge from satellite_crash
16 Days Ago
16 Days Ago
Embed rust utk
16 Days Ago
Merge from PlayerMaintainedMonuments
16 Days Ago
Merge from pmm
16 Days Ago
Maintained monuments related .meta changes from running manifest
16 Days Ago
Manifest
16 Days Ago
Restore changes to large Oilrig Run testlists, codegen, localization
16 Days Ago
Merge from playermaintainedmonuments
16 Days Ago
Change from Property -> Method so it's more clear it's doing work
16 Days Ago
Merge from main Took large Oilrig version from main
16 Days Ago
dartboard - added coloured markings to dart
16 Days Ago
Fix sleeping bags showing the old name by getting rid of the caching of player name on the client for bags and instead looking up the name via NameHelper.Get() every time it's polled (when looking at it with a hammer)
16 Days Ago
Bar Stools - Updated models with LODs, added GIBs, updated textures, updated texture sizes, rendered icons, icon manifest, finished the rest of the prefab setup
16 Days Ago
Fix issues with deploying ladders on powerlines S2P powerplant, outpost, launch site. Can stomp changes and run S2P again in case of conflict
16 Days Ago
merge from sv_console_history
16 Days Ago
Compile fix
16 Days Ago
merge from sv_console_history
16 Days Ago
Adjusted `consolehistorysize` default value to 50, fixed it being off by one Adjusting the convar will now trim the history entries if the convar is smaller than the history count
16 Days Ago
fix not being able to shoot dartboard fix dart scoring offset by 9 degrees added more debug logs (behind convar) to track down multiplayer build issues
16 Days Ago
Replaced .png detail normals to .tga among minor tweaks to the rubble materials
16 Days Ago
Fix for very long strings moving alongside the caret when moving it to the left, making it seem like the characters are being erased Only drag the string along if the caret is reaching the left or right edges of the console window
16 Days Ago
Merge from analytics_apartment_events
16 Days Ago
merge from main
16 Days Ago
merge from game_room_dlc
16 Days Ago
Merge: from mt_snapshot_saving - Bugfix for ExactArrayPool not being thread-safe Tests: TestMTSave
16 Days Ago
Bugfix: rewrite ExactArrayPool to be a ConcurrentDictionary Was not MT safe for Jobs 4 parallel serialization as it could lazy initialize Tests: TestMTSave
16 Days Ago
merge from water_treatment_plant_maintainables
16 Days Ago
add grass displacement to pipes
16 Days Ago
merge from water_treatment_plant_maintainables
16 Days Ago
Update(tests): make SendEntityUpdates perf test spawn as many recievers as threads available Allows to fully saturate the CPU in a test, giving a bit fairer comparison between Jobs 3 and 4 Tests: ran new test
16 Days Ago
merge from ragdoll_selfcollision_fix
16 Days Ago
re-enabled ragdoll<->ragdoll collision
16 Days Ago
merge from PlayerMaintainedMonuments
16 Days Ago
Merge: from mt_snapshot_saving - Optim: in UsePlayerUpdateJobs 4 entitiy saving for network is done in parallel. Use server.ParallelNetworkQueueBatchSize to tweak number of tasks Tests: 2k procgen, built a base and a boat, rode vehicle, heli, zipline, boat, horse, fly across the world. ran all TestMTSave unit tests
16 Days Ago
merge from demo_browser_search
16 Days Ago
Clean: fixed whitespacing Tests: none, trivial change
16 Days Ago
Added a search bar to the demo browser window
16 Days Ago
Merge: from main
16 Days Ago
merge from siegeweapon_firedamage
16 Days Ago
Buildfix: add missing server guard Tests: compile sim
16 Days Ago
Compile fix
16 Days Ago
Different approach so it doesnt impact incendiary ammo damage on vehicles: - FireBall can only damage vehicles of type BaseSiegeWeapon - Revert the vehicles heat protection changes
16 Days Ago
Update: add an default TransformHandle check to TransformEx.Unsafe.ExtractTranformAccess Better we lose a smidge of perf than have a native crash Tests: ran all TestMTSave
16 Days Ago
Update: add GetPosMT and GetRotMT to TransformEx - bugfix Elevator Save accessing transform chcked internals, should be safe Tests: fly across all of 2.5k procgen, no errors triggered
16 Days Ago
dartboard - updated icon (made icon a bit brighter) - updated prefab
16 Days Ago
Bugfix: avoid resolving transformHandle on an optional BatteringRam.doorPhysicsHinge Checked other cases I've modified, rest are required Tests: none, trivial change