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154,123 Commits over 4,536 Days - 1.42cph!

51 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
51 Days Ago
merge from PlayerMaintainedMonuments
51 Days Ago
merge from water_treatment_plant_maintainables
51 Days Ago
bot
51 Days Ago
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51 Days Ago
Merge from PlayerMaintainedMonuments
51 Days Ago
Control screen WIP
51 Days Ago
Codegen
51 Days Ago
Update: reimpleemnt whole of CoreCLR's ConcurrentQueue (same as in shipped mscorlib) - added extra telemetry to track segment alloc/retire, general tries, gc activity This time didn't rip out the segment growing logic, and looks like if it safely fits in one segment, it can be consistently used. Going to confirm if extra large segment is enough, then it'll be a viable candidate Tests: ran unit tests and AllocDeallocMTShortLived(32,False) perf test
51 Days Ago
revert terrain anchors, was causing no pipes to be spawned
51 Days Ago
Testlist
51 Days Ago
New automated test for animation events using DoEffect that point to prefabs that don't exist finds 27 cases, will need to figure out what to do with them
51 Days Ago
Merge from main
51 Days Ago
add more terrain anchors to accomodate new model terrain
51 Days Ago
game_room_dlc -> main
51 Days Ago
A new player cannot mount while any existing pool-table mountable remains occupied
51 Days Ago
game_room_dlc -> main
51 Days Ago
Pool cue stroke movement now ignores input.vehicle_flipy
51 Days Ago
In a gamer over state allow anyone to reset the pool game
51 Days Ago
Pool: dismount players mounted on the table if they start to go underwater
51 Days Ago
Merge from parent
51 Days Ago
2nd screen tweaks. Tweak display strings.
51 Days Ago
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
51 Days Ago
Added sounds for new electrical boxes
51 Days Ago
Monitor screen setup
51 Days Ago
Final compile fix
51 Days Ago
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51 Days Ago
Tank water blend asset + reference materials.
51 Days Ago
move waterpipe in WTP scene + S2P WTP
51 Days Ago
integrate waterbody shader with water tank spinup time add testing convar for forcing tank pressure "watertreatmentwatertank.force_pressure <pressure>" remove unused prefab reduce size of colliders on water spouts
Rin
51 Days Ago
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
51 Days Ago
merge from deploy_clipping_fixes
51 Days Ago
Another sneaky compile fix that snuck past editor tests
51 Days Ago
Underground basement blocks - working out metrics and combos, added test scene
51 Days Ago
Update: minor simplifications - get rid of retry limiters - fixup unsafe increments Couldn't figure out how to do add segment recycling, so going to change focus for a bit - will see how ConcurrentQueue performs Tests: ran unit tests
51 Days Ago
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51 Days Ago
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51 Days Ago
removed old prefab
51 Days Ago
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
51 Days Ago
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
51 Days Ago
master key updates - removed old meshes from viewmodel prefab - moved current setup item to tools folder with other prefabs - deleted items folder (no longer required) - moved sounds to correct folder
51 Days Ago
bye bye compile errors :wave:
51 Days Ago
merge from PlayerMaintainedMonuments
51 Days Ago
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
51 Days Ago
Change powerplant spawn priority to highest
51 Days Ago
Compile fix
51 Days Ago
Merge from PlayerMaintainedMonuments
51 Days Ago
Merge from MonumentBlockers/workflow_improvements
51 Days Ago
made screen flatter and added an object to mark position for ui screen