147,413 Commits over 4,444 Days - 1.38cph!

Yesterday
Fix an edge case of errors when reskinning snowmobiles after they were saveloaded Child entity (fuel tank, storage) spawn order can vary after a server restart, causing a mismatch when trying to restore inventories using the child indices - add fallback to match by just prefab id For extra safety add more logging, and a fallback for the fallback - should anything go wrong with restoring containers, drop any leftover items instead of leaking them
Yesterday
Move bc simulation into its own unit-scale sim-space using a basis of either the controller transform or the VM transform - allows simulation to not be affected by VM-scaling, should be significantly more stable
Yesterday
Update the test commands to just use the final stage
Yesterday
Charms are spawned by the skin viewer using a common template Limited vertical drag movements when inspecting charms, BC isnt working well, we'd have to set custom constraints for the skin viewer only
Yesterday
Ensure all FormatBytes cases display capitalised KB/MB because we are dealing in bytes, not bits. Was driving me crazy displaying kb/mb everywhere when we are using bytes, not bits
Yesterday
Port cannons and mortars over to animation subsystems, create sub controllers for both, add additive toggle for one shot subsystems.
Yesterday
main -> autofind_deployable_snapping
Yesterday
secondary_connection_voices_fix -> main
Yesterday
Fix VOIP bugging out over CCTV cameras Prevent connections from being added twice: once through the secondary connections then once through the regular path
Yesterday
set dressing progress on 1st floor of wing
Yesterday
merge from main
Yesterday
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
Yesterday
Manifest, localization
Yesterday
Merge from main
Yesterday
Added a button to the skinviewer window to strip unwanted components, uses LODStripper with a custom list of component to exclude
Yesterday
Charms can be inspected using the skin viewer
Yesterday
merge from vending_mapmarker_pooling_fix
Yesterday
Fix a vending machine map marker pooling bug that causes markers to appear in wrong locations on the map when some are merged into clusters
Yesterday
Merge: from pool_mt - Bugfix: avoid extensive spills/misses with new Pool - Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
Yesterday
Manifest, codegen, localization
Yesterday
Merge: from main
Yesterday
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar - Codegen Former doesn't show 2 options in console Tests: booted into craggy and checked suggestions
Yesterday
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Yesterday
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Yesterday
set dressing progress on 1st floor of wing lower ao factor on broken tiles material
Yesterday
Quick test of a 2 stage descent
Yesterday
Hairbun/ponytail proper material assignment in import settings
Yesterday
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool) https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
Yesterday
Remade ponytail/bun wood helmet conditionals (with consistent vertex order) Re-applied skin to all ponytail/bun meshes to keep bone list consistent Woodhelmet LOD2 keeps default mesh (so ponytail/bun doesn't dissapear)
Yesterday
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Yesterday
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
Yesterday
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments
Yesterday
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
Yesterday
Merge from main
Yesterday
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Yesterday
Fix old navmesh agent being enabled even when using new navmesh
Yesterday
Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
Yesterday
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Yesterday
Check charm ownership when firing the UpdateAccessoryOnItem rpc
Yesterday
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Yesterday
steam_retry_button_fix -> main
Yesterday
LODs and collision and vertex blends for playground assets
Yesterday
Calculate a suitable position as soon as a satellite is selected.
Yesterday
small transform access usage change
Yesterday
disabled editor-only sync on all bc materials
Yesterday
Update(tests): add a synthetic test to cause pool spill runaway - moved other spillage tests to Unit namespace and merge into 1 test Made it to fail consistently at 4 consume threads Tests: ran tests
Yesterday
merge from attachment_charms/ui
Yesterday
Can change charms in the repair bench as well
Yesterday
Enable RW on all meshes currently used for collision in the apartments monument
Yesterday
Prepare camera motion vector pass