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139,386 Commits over 4,505 Days - 1.29cph!

25 Days Ago
wooden loot crate 1 refresh model in, textures in WIP
25 Days Ago
Last weaks
25 Days Ago
merge from demos_shadow_fix
25 Days Ago
Phrases
25 Days Ago
merge from catapult_reloadtime_nerf
25 Days Ago
Catapult reload time increased to 6 seconds (was 3)
25 Days Ago
yup, more fixes
25 Days Ago
Fix for some shadows not working correctly in demos
25 Days Ago
More fixes & tweaks
25 Days Ago
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
25 Days Ago
car lift sounds :car: :elevator:
25 Days Ago
More fixes
25 Days Ago
Fix
25 Days Ago
control screen mostly done
26 Days Ago
Fuel / fuel block tweaks
26 Days Ago
merge from PlayerMaintainedMonuments
26 Days Ago
merge from gas_station_maintainables
26 Days Ago
new hit guide fixes - changed depth texture used - small negative scale offset to stop flash of z-fighting on single carve - reduced line distance so it's more consistent with small carve radius - turned off old ripples
26 Days Ago
Control screen wip
26 Days Ago
fix car being killed when driving onto ramp adjust carlift health, re-apply immortal protection properties
26 Days Ago
Setup powerline pole ladder visual to only appear on climbable poles
26 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
26 Days Ago
merge from PlayerMaintainedMonuments
26 Days Ago
merge from water_treatment_plant_maintainables
26 Days Ago
26 Days Ago
Merge from PlayerMaintainedMonuments
26 Days Ago
Control screen WIP
26 Days Ago
Codegen
26 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
26 Days Ago
revert terrain anchors, was causing no pipes to be spawned
26 Days Ago
Testlist
26 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
26 Days Ago
Merge from main
26 Days Ago
add more terrain anchors to accomodate new model terrain
26 Days Ago
game_room_dlc -> main
26 Days Ago
A new player cannot mount while any existing pool-table mountable remains occupied
26 Days Ago
game_room_dlc -> main
26 Days Ago
Pool cue stroke movement now ignores input.vehicle_flipy
26 Days Ago
In a gamer over state allow anyone to reset the pool game
26 Days Ago
Pool: dismount players mounted on the table if they start to go underwater
26 Days Ago
Merge from parent
26 Days Ago
2nd screen tweaks. Tweak display strings.
26 Days Ago
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
26 Days Ago
Added sounds for new electrical boxes
26 Days Ago
Monitor screen setup
26 Days Ago
Final compile fix
26 Days Ago
Tank water blend asset + reference materials.
26 Days Ago
move waterpipe in WTP scene + S2P WTP
26 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
26 Days Ago
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed