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137,479 Commits over 4,474 Days - 1.28cph!

Yesterday
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
Yesterday
bye bye compile errors :wave:
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
Yesterday
Change powerplant spawn priority to highest
Yesterday
Compile fix
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from MonumentBlockers/workflow_improvements
Yesterday
made screen flatter and added an object to mark position for ui screen
Yesterday
Do not calculate remaining distance twice
Yesterday
Added tooltips to shapes
Yesterday
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
Yesterday
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test
Yesterday
merge from uibindings_nre_fix
Yesterday
Fix attempt for the UI bindings NRE spam
Yesterday
Control screen wip
Yesterday
jukebox - added gibs - updated material and prefab
Yesterday
Dismount the player from the pooltable if theres no ground beneath them