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137,385 Commits over 4,474 Days - 1.28cph!

Today
Another sneaky compile fix that snuck past editor tests
Today
Underground basement blocks - working out metrics and combos, added test scene
Today
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
Today
removed old prefab
Today
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
Today
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
Today
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
Today
bye bye compile errors :wave:
Today
merge from PlayerMaintainedMonuments
Today
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
Today
Change powerplant spawn priority to highest
Today
Compile fix
Merge from PlayerMaintainedMonuments
Merge from MonumentBlockers/workflow_improvements
Today
made screen flatter and added an object to mark position for ui screen
Today
Do not calculate remaining distance twice
Today
Added tooltips to shapes
Today
Optimize fsm wait for navmesh
Yesterday
Improve npcs path following performance, fix npcs sometimes not moving
Yesterday
reworked smoothness/hardness of the SDF brush to be relative brush size so it's more consistent, also increased max strength so it might feel touchy if you only do 0 or 1
Yesterday
Don't send a chat message on the first call of StartSpectating - removes the intermediate confusing local chat message "Spectating: {playerName}. SteamID: {steamId}" before the message for the final spectate target
Yesterday
Disambiguate rust nav mesh helpers
Yesterday
Fix not being able to find collider mesh if there is just one mesh in the FBX asset for it Serialized data migration for all prefabs which use StagedDestructionEntityInfo
Yesterday
Merge from main
Yesterday
Update artifacts
Yesterday
Fix sample radius being insufficient to check if player is on navmesh
Yesterday
Fix leftover comment and stale dll
Yesterday
merge from main
Yesterday
Optim: reduce GC impact by reducing how many segments we trash This forces serialization at the point of segment exhaustion. Need to see if I can setup some sort of recycling to reduce busy spinning Tests: ran AllocDeallocMTShortLived(32, false), no more GC reports
Yesterday
Bugfix(tests): fix 2 pooling tests having bad setup after Spillage tests These tests rely on explicit sizes/counters, so were randomly failing Tests: ran all PoolTests unit tests
Yesterday
Optimize npc movement
Yesterday
WIP: new avatar masks new top bar
Yesterday
Improve workflow for setting which colliders are enabled and which collider meshes to use at different destruction stages Fix preview mesh destruction stage and LOD slider not retaining its currently displayed stage/LOD
Yesterday
game_room_dlc -> new_pool_ui
Yesterday
merge from main
Yesterday
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
Yesterday
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
Yesterday
wtp S2P
Yesterday
WTP sign for the water inlet puzzle
Yesterday
Added the DarBoardReticule shader
Yesterday
merge from main
Yesterday
pooltable - updated guide model to match wide deploy bounds
Yesterday
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
Yesterday
pooltable - added corner floor guides to help with placement inside bases
Yesterday
set up viewmodel renderer
Yesterday
Updated description
Yesterday
removed unused model prefab
Yesterday
Thruster buttons
Yesterday
new rock sculpture model and temp ao/normal textures. scale broken