139,384 Commits over 4,474 Days - 1.30cph!

Yesterday
Rock Sculpture - repacked textures to fix seams in sculptable block
Yesterday
added `basesculpture.useconvexcolliders` replicated convar as a safety net, may overfit some setups but will always patch holes in the sculpture
Yesterday
Fixed broken LOD on red recycler power indicator
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from airfield_maintainable_features
Yesterday
TriggerComfort gizmo to visualise the centre and minComfortRange
Yesterday
polish up airfield terminals - fix pressing button stopping charging - added "losing charge" state to screens - missing emission toggle - remove activation button from airdrop terminal (from playtest feedback), still present on chinook terminal - clean up airfield maintainables prefab
Yesterday
More WIP
Yesterday
Add remains spawn location as final point of the trail so it touches the ground
Yesterday
Updating legacy bow with new arrow mesh and fixiing issues with bowless crossbow drawing both arrow versions
Yesterday
Lots more tweaks
Yesterday
double trail distance, reduce thickness. more closely copy the original trail effect.
Yesterday
texture updates to wooden crate 1 rezised and optimized
Yesterday
dartboard and pool table unlock
Yesterday
Ensure proper animation events are synced up - allowing the arrow head to show at the same time as the arrow itself
Yesterday
corrected comment
Yesterday
Yesterday
enforce mesh renderer is enabled in sculpting gui always
Yesterday
Merge: from fix_skipinit_error - Buildfix(editor) - replace unsupported intrinsic Tests: no errors in editor on script compile, checked asm
Yesterday
Buildfix: get rid of SkipInit, LLVM optimizes out variable initialization from final asm Tests: triggered compile - no errors in editor. Checked asm against externally stack allocated storage - same asm
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Remove debug 15s refresh times lol
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
lod distances tweaks same as TC
Yesterday
Change supermarket freezer loot refresh - Reduced loot refresh contents but at a much shorter refresh cycle - Every x many reduced loot refreshes, we get a full refresh with lots and more variety of food - Contents of full refresh cannot be wiped by a reduced refresh unless someone has opened the freezer at least once after the last full refresh S2P supermarket
Yesterday
Rock sculpture - cleaned up duplicate textures, renamed for consistency
Yesterday
updated temp icon
Yesterday
main -> game_room_dlc
Yesterday
game_room_dlc -> new_pool_ui
Yesterday
Max trail length convar
Yesterday
changed name to rock sculpture, added colision and lods
Yesterday
do x and z while I'm at it
Yesterday
Merge: from pool_leak_experiments - Optim: replace FuzzyPool with LPRQ segment - it can be up to 20% faster and doesn't leak/spill sporadically Tests: unit + perf tests, loaded 2.5k procgen map, checked print_memory - no spills
Yesterday
Debug log satellite Y position for my sanity
Yesterday
Clean: remove editor-only add/remove fail counters - also cache cell buffer length - jit might already do it automatically, so might be moot Tests: compiles
Yesterday
Take the longest route across terrain possible
Yesterday
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
Yesterday
rock sculpture COL
Yesterday
Rock Sculpting Pedestal - gibs
Yesterday
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
Yesterday
Trail fade
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
trail fix
Yesterday
Perspective fix
Yesterday
Clean: Add general explanation on the pool implementation - remove TODOs - buildfix for non-editor builds - bugfix of setting the wrong epoch for a slot for stale cells Tests: ran unit and perf tests
Yesterday
more tweaks
Yesterday
set repair and pickup to correct item prefab
Yesterday
merge from f1menu_blur_fix
Yesterday
Updated BlurManager to use SingletonComponent instead