138,747 Commits over 4,474 Days - 1.29cph!

Yesterday
refactor turn in place to mostly use anims, give up on ik for now.
Yesterday
merge from turret_hqm_increase -> main
Yesterday
Increase turret crafting cost from 10 HQM -> 25 HQM
Yesterday
Polish pass on supply signal refresh anims
Yesterday
merge from fix_boat_vendor_heli -> main
Yesterday
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
Yesterday
Add support for vehicle spawners to label what kind of vehicles they spawn (boat, horse, heli) - prevent boat spawners from deleting helicopters when spawning boats since they can't get in the way
2 Days Ago
WTP fixes - gearbox wheel turns smoothly - switched from prefab serialized values to server convars - added debug convar command to check current pressure of tank(s)
2 Days Ago
Console: no more truncated combatlog, big perf improvements (only reparse changed rows, flex texts can use the measure fast path)
2 Days Ago
Add UV1 channel to the 100x300 barrels blocker for use with a new beveled rubble detail normal, in order to reduce the low poly look on some rocks
2 Days Ago
more basement player block blockouts
2 Days Ago
- play confetti effect on win
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
Wood Panelling wallpaper - WIP textures and material
2 Days Ago
Converted multi-compiles to shader-features where applicable in the cloth shaders
2 Days Ago
merge from mainmenu_toggle_optims
2 Days Ago
master key for apartments viewmodel and textures
2 Days Ago
Bar Stool Wood - Updated model with backface on cloth, updated textures
2 Days Ago
fix string alloc in VolumetricFogShadowPreProcessPass
2 Days Ago
Applied the same system to the F1 menu - ~12ms -> ~4.20ms - GC ~115KB -> ~10KB
2 Days Ago
Update: avoid Time calls in BasePlayer.GetUnderwearSkin - UnderweatManifest now initialized in ServerMgr.StartServer Tests: switched to jobs 4 and toggled underwear
2 Days Ago
Add an assertion to catch rare error spam from WaterCamera
2 Days Ago
merge from game_room_dlc -> main
2 Days Ago
merge from dart_game
2 Days Ago
switch left side of darts scoring to just show points earned in each round (doesnt accumulate on the left anymore)
2 Days Ago
Satellite list serialization fixes
2 Days Ago
Update: in UseParallelSaves mode, Ragdol component samples transform handles Tests: on playground enabled Jobs 4 and ragdolled a bunch of times
2 Days Ago
improved sculpting ux massively, keeps collider as-is during carve (only updating visuals) so that carving depth doesn't feed into itself or need messy plane logic
2 Days Ago
Merge from playermaintainedmonuments
2 Days Ago
Update: use handles to get pitch and yaw rotations for AttackHelicopterTurret in UseParallelSaves mode - amended test to cover turret saving path Tests: TestMTSave pass
2 Days Ago
Fix scientists not spawning in deep sea
2 Days Ago
Workbench recycle bin upgrade is now interactable and gets its own 16 slot storage. Reycle upgrade automatically puts all returned ingredients into the recycle bin storage. Bin storage is take-only - can't put anything in or add to existing stacks manually.
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Fixed the normal maps not being present on the deploy meshes
2 Days Ago
thickened up X sprays and set O sprays to white
2 Days Ago
Update: move OrientableLight interpolation invoke from Save to rpc + ondeply Scheduling invokes won't be safe in MT Tests: none
2 Days Ago
game_room_dlc -> main
2 Days Ago
Fix hit animation not working
2 Days Ago
adding for Damian to check
2 Days Ago
Update: avoid transform call in TravellingVendor.Save when it's following a spline Tests: none
2 Days Ago
Supply signal animation updates
2 Days Ago
Update: move Privelege caching from DisplayingBoxStorage.Save to OnPrivelegeUpdated We can't have it in Save as it is self-modifying and can call Vis.Entities - lets see how this holds Tests: none
2 Days Ago
merge from cui_updates
2 Days Ago
merge from main
2 Days Ago
No longer create pie close action if there isn't a closing command
2 Days Ago
- Added a fast path for root canvas toggling, that lets us toggle the main menu root canvas without triggering a lot of stuff on every graphic - Graphic::CacheCanvas walks up and stops at the first enabled canvas instead of doing a nasty GetComponentsInParent, saves ~560KB of GC per menu toggle - Each main menu page now has a canvas component too Toggling the menu: - ~134ms → ~45ms - GC ~600KB -> 24KB
2 Days Ago
Update: force TimeZone caching in WipeTimer.ServerInit While smashing TestMTSave(WipeTimer) I saw it NRE while resolving timezone. Couldn't repro again, but this should make it safe Tests: none, trivial change
2 Days Ago
Update: get rid of WipeTimer rounding to second, just pass DateTime from external source Old version would always have a sporadic fails when serialization test would run across second boundary, this way we can control it in tests Tests: a bunch of times for hacked version of TestMTSave(WipeTimer) that has 1k serialization tasks