144,199 Commits over 4,413 Days - 1.36cph!

1 Hour Ago
Change hole rendering order to before viewmodel to avoid depth stencil conflicts Move cylinder hole primitive pivot point to bottom Add TerrainAlphaScanner tool to automatically find modified terrain alpha and add new hole system with best guess shape Integrate TerrainHoleRenderer into TerrainMeta which automatically swaps to geoclip terrain when in use (in editor) Fix terrain not using HoleMap during probe/cubemap renders
Fix server.useLegacyWorkbenchInteraction always opening worbench upgrade panel
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Expose options for recyclers to turn off without an online powergrid and have different efficiency/duration stats with an online powergrid Update recycler loot panel UI to pull from current stats to populate the text field, also optimise its update method
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restrict some client functions to only work for the mounted player
up and down fixes
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Added "Downloaded" category to Addons menu * This lists ALL locally downloaded workshop items that are not currently subscribed to, such as those from server downloads (WorkshopDL) and steamworks.DownloadUGC * It also (unfortunately) appears to contain downloads for other Steam users on the same PC * You are able to mark stuff unused from the menu without having to wait for 2 weeks to for Steam to automatically delete the server downloaded content
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Add pocket support (which deletes the ball on contact)
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WIP on networked darts for 3rd person clients, manifest + codegen
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Update description of net_maxfragments Reduce MAX_FRAGMENTS back to 7
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Clean: store buffer[pos] accesses in a variable Just for easier code reading Tests: ran unit tests
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Clean(editor): get rid of Pool.UseSafetyChecks flag - lock-free Pool can't ensure associated hashset consistency, so we can't use that anymore - checking for null on Take call doesn't seem to make sense since awhile back Tests: ran tests. StressTestMT doens't sporadically fail anymore
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Optim: couple micro optims - rewrite a couple branches into branchless logic - inlined IsTurnTicketSameIgnoreProgress - got rid of module via use of MADD - added extra comments for explaining what's going on AllocDeallocST: 2.82 -> 2.77ms for 10k allocs. Tiny, but every bit helps Tests: ran unit and perf tests
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Move command to new .cs file
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Whoops added the "Create Centered Parent" into the ugui package instead of our other MenuItem scripts
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Update Steamworks API to version 1.64 rollback subchannel count, improve net channel self checks * Undo P2P changes
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Update large apartment with new positions
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Fix the large apartment prefabs centering
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More lighting
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exported edited 3p run anims for holdtypes starting with an E to H
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Use Application.installPath instead of Path.GetFullPath when downloading map files
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Use full path when loading workshop bundles
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Add "Create Centered Parent" GameObject menu item to fix off-center apartment children renders - built-in unity button was creating every empty parent at 0,0,0 of the parent apartment and using local position
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Added a gaussian blur to the EVSM shadows as part of the shadow caching process to improve the filtering
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Update: replace member variables with cacheline sized counterparts Didn't see any notable change in perf tests, but wouldn't hurt Tests: ran tests
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Better error log when ItemName is set wrong in ApprovedSkinInfo
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Merge: from pool_mt
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Merge: from pool_mt
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Merge: from pool_mt
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Update(tests): add a couple tests - Perf: AllocDeallocMPSCAtomicCounter - Unit: TestAllocWhenEmpty, TestFreeWhenFull Tests: ran tests
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Update bounds on apartment entities
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Fix `CalculateBounds()` encapsulating Vector3.zero for entities with non-centered children - only apply to the editor inspect menu "RecalculateBounds" button - don't apply to automatic recalculating of bounds
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Work on ceiling of penthouse, and bathroom. Enabled AO on medium apartment ceiling material.
Ball collision detection (against other bodies that arent walls) Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
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Undo centering of children of large apartment cupboards since it breaks placement inside the large apartment
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merge from main
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Fix camera jitter on mortar from eye pos always being 1 frame behind the mortar rotation, re-add lerping that ballista/cannons had. Bump up renderer bounds on mortar model again
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tertiary prefab variants for all remaining charms
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set lr300 and blowpipe to pushedout charm
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Updating industrial torch viewmodel fbx