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138,448 Commits over 4,505 Days - 1.28cph!

10 Days Ago
changed name to rock sculpture, added colision and lods
10 Days Ago
do x and z while I'm at it
10 Days Ago
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
10 Days Ago
Debug log satellite Y position for my sanity
10 Days Ago
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
10 Days Ago
Take the longest route across terrain possible
10 Days Ago
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
10 Days Ago
rock sculpture COL
10 Days Ago
Rock Sculpting Pedestal - gibs
10 Days Ago
Experimenting with a super duper long trail
10 Days Ago
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
10 Days Ago
Trail fade
10 Days Ago
merge from PlayerMaintainedMonuments
10 Days Ago
trail fix
10 Days Ago
Perspective fix
10 Days Ago
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
10 Days Ago
more tweaks
10 Days Ago
set repair and pickup to correct item prefab
10 Days Ago
merge from f1menu_blur_fix
10 Days Ago
Updated BlurManager to use SingletonComponent instead
10 Days Ago
merge from water_surface_nametags_fix again (didn't go through)
10 Days Ago
merge from water_surface_nametags_fix
10 Days Ago
resized rock sculpture textures to 2k
10 Days Ago
merge from paintingui_inputs_fix
10 Days Ago
Added some slight forgiveness to query vis blocked by water check, to fix nametag inconsistencies (not being visible when your teammate is swimming right on the water surface)
10 Days Ago
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
10 Days Ago
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
10 Days Ago
10 Days Ago
scale up test
10 Days Ago
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
10 Days Ago
Optim: inline LPRQ segment logic, get rid of the overall queue Perf test is averaging 2.8ms, improvement over FuzzyPool by 20% Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
10 Days Ago
updated wooden arrow icon
10 Days Ago
Flyover and curve experiment
10 Days Ago
merge from f1menu_blur_fix
10 Days Ago
Crash site remains terrain alignment test
10 Days Ago
airfield S2P
10 Days Ago
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
10 Days Ago
Added variants of the control panel models for airfield with screen glass and screen depth, prefabs. Modified the airdrop and chinook prefabs with the new models, pushed World UI elements into the screens volume
10 Days Ago
Optim: use same trick of oversized segment to avoid segment churn Looks faster than FuzzyPool, noice Tests: ran unit tests + select perf tests
10 Days Ago
Optim: inline segment storage and strip all ConcurrentQueue logic My previous estimate of 10% degradation was off - it actually was 6ms vs 3.5ms. With these changes I consistently get 4ms for AllocDeallocMTShortLived(32,False) perf test - 15% loss, still acceptable Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
10 Days Ago
tweaks to stone block materials to make edges more visible
10 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
10 Days Ago
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
10 Days Ago
Update powergrid convars - Add convar for overriding which power stage green recyclers return to their full efficiency - Removed delay between jobs in stage change work queue. Was mostly to get powerline poles lighting up in a sequence but we've since removed those lights - powergrid.status now displays the required number of fuses for each stage
10 Days Ago
Debug log time remaining and phase. Tweaks
10 Days Ago
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests
10 Days Ago
Second pass of checks over monument blockers now new blocker LOD system is in, fixed broken LOD chains, set LOD distances, disabled shadows, tested
10 Days Ago
syncvar_ornateframe_initialiser_fix -> main
10 Days Ago
Revert ornate frame back to how it was before - should fix issues with text color not working properly in build
10 Days Ago
Merge: from main