139,516 Commits over 4,474 Days - 1.30cph!

3 Days Ago
Optim: use same trick of oversized segment to avoid segment churn Looks faster than FuzzyPool, noice Tests: ran unit tests + select perf tests
3 Days Ago
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
3 Days Ago
tweaks to stone block materials to make edges more visible
3 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Days Ago
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
3 Days Ago
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
3 Days Ago
Debug log time remaining and phase. Tweaks
3 Days Ago
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests
3 Days Ago
Second pass of checks over monument blockers now new blocker LOD system is in, fixed broken LOD chains, set LOD distances, disabled shadows, tested
3 Days Ago
syncvar_ornateframe_initialiser_fix -> main
3 Days Ago
Revert ornate frame back to how it was before - should fix issues with text color not working properly in build
3 Days Ago
Merge: from main
3 Days Ago
Merge: from main Random Editor crash seems to be gone on latest
3 Days Ago
Moved the bullshit PipelineTests menu items to Tools/PipelineTests
3 Days Ago
final grid resolution set for rock sculpture
3 Days Ago
Clamp descent seconds so phase 2 is always full
3 Days Ago
wip/test
3 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Days Ago
Rock sculpting pedestal - LODs
3 Days Ago
Merge from PlayerMaintainedMonuments
3 Days Ago
Merge from main
3 Days Ago
Update recycler offline english string
3 Days Ago
small gizmo and editor command fixes
3 Days Ago
Optim: use an over capacity segment to avoid segment churn This keeps GC activity at 0. Perf seems 10% worse than Fuzzy, but it's acceptable. Though there's a bug somewhere. Tests: AllocDeallocMTShortLived(32,False) perf test
3 Days Ago
- Improved red recycler activation feedback - Ran S2P
3 Days Ago
Trajectory debug draw
3 Days Ago
merge from menu_close_blur_fix
3 Days Ago
Alpha fitter tool for automated alpha map processing to replace holes
3 Days Ago
jukebox - updated icon
Rin
3 Days Ago
Merge from satellite_crash
Rin
3 Days Ago
Satellite crash harvest and Satellite crate loot pass
3 Days Ago
jukebox - updated emission lighting texture on the jukebox with refined pass
3 Days Ago
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
3 Days Ago
Support non-instanced terrain holes when using a unique mesh instead of holeshape
Rin
3 Days Ago
merge from PlayerMaintainedMonuments
3 Days Ago
Remove an unused 2mb texture from the chicken coop UI
3 Days Ago
Boilerplate for animal breeding, triggered via console commands for now
3 Days Ago
Better transition if animal starts moving while grazing is ending
3 Days Ago
Jukebox - Updated textures, removed old textures, updated materials
3 Days Ago
Merge from main
3 Days Ago
Nudge the air drop freq button over slightly
3 Days Ago
Merge from airfield_maintainable_features
3 Days Ago
Clean up the airfield debug convars
3 Days Ago
Fixed Pressbutton_compact animation not working Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge Enabled on both airfield terminals, triggered via a new button on the terminal
3 Days Ago
Merge from main
3 Days Ago
Switch Newtonsoft test to use Unity's test framework
3 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Days Ago
update from main
3 Days Ago
refactor + improve turn in place based on feedback. seems mostly stable now. this mainly fixes the weird catch up issues we had when a player turned constantly.
3 Days Ago
Livestock now gets saved, unlike other AI This has caused massive problems in the past, so yolo I guess FSM isn't saved/restored but we can probably get away with that