reporust_rebootcancel

137,485 Commits over 4,474 Days - 1.28cph!

Today
Rock Sculpting Pedestal - gibs
Today
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
Today
Trail fade
Today
merge from PlayerMaintainedMonuments
Today
trail fix
Today
Perspective fix
Today
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
Today
more tweaks
Today
set repair and pickup to correct item prefab
Today
merge from f1menu_blur_fix
Today
Updated BlurManager to use SingletonComponent instead
Today
merge from water_surface_nametags_fix again (didn't go through)
Today
merge from water_surface_nametags_fix
Today
resized rock sculpture textures to 2k
Today
merge from paintingui_inputs_fix
Today
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)
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
Today
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
Today
scale up test
Today
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
Today
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
Today
updated wooden arrow icon
Today
Flyover and curve experiment
Today
merge from f1menu_blur_fix
Today
Crash site remains terrain alignment test
Today
airfield S2P
Today
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
Today
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
Today
Optim: use same trick of oversized segment to avoid segment churn Looks faster than FuzzyPool, noice Tests: ran unit tests + select perf tests
Today
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
Today
tweaks to stone block materials to make edges more visible
Merge from PlayerMaintainedMonuments/powergrid
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
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
Today
Debug log time remaining and phase. Tweaks
Today
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests
Today
Second pass of checks over monument blockers now new blocker LOD system is in, fixed broken LOD chains, set LOD distances, disabled shadows, tested
syncvar_ornateframe_initialiser_fix -> main
Revert ornate frame back to how it was before - should fix issues with text color not working properly in build
Today
Merge: from main
Today
Merge: from main Random Editor crash seems to be gone on latest
Today
Moved the bullshit PipelineTests menu items to Tools/PipelineTests
Today
final grid resolution set for rock sculpture
Today
Clamp descent seconds so phase 2 is always full
Today
wip/test
Merge from PlayerMaintainedMonuments/powergrid
Today
Rock sculpting pedestal - LODs
Merge from PlayerMaintainedMonuments
Merge from main