139,419 Commits over 4,474 Days - 1.30cph!

3 Days Ago
Control screen WIP
3 Days Ago
Codegen
3 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
3 Days Ago
revert terrain anchors, was causing no pipes to be spawned
3 Days Ago
Testlist
3 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
3 Days Ago
Merge from main
3 Days Ago
add more terrain anchors to accomodate new model terrain
3 Days Ago
game_room_dlc -> main
3 Days Ago
A new player cannot mount while any existing pool-table mountable remains occupied
3 Days Ago
game_room_dlc -> main
3 Days Ago
Pool cue stroke movement now ignores input.vehicle_flipy
3 Days Ago
In a gamer over state allow anyone to reset the pool game
3 Days Ago
Pool: dismount players mounted on the table if they start to go underwater
3 Days Ago
Merge from parent
3 Days Ago
2nd screen tweaks. Tweak display strings.
3 Days Ago
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
3 Days Ago
Added sounds for new electrical boxes
3 Days Ago
Monitor screen setup
3 Days Ago
Final compile fix
3 Days Ago
Tank water blend asset + reference materials.
3 Days Ago
move waterpipe in WTP scene + S2P WTP
3 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
3 Days Ago
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
3 Days Ago
merge from deploy_clipping_fixes
3 Days Ago
Another sneaky compile fix that snuck past editor tests
3 Days Ago
Underground basement blocks - working out metrics and combos, added test scene
3 Days Ago
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
3 Days Ago
removed old prefab
3 Days Ago
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
3 Days Ago
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
3 Days Ago
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
3 Days Ago
bye bye compile errors :wave:
3 Days Ago
merge from PlayerMaintainedMonuments
3 Days Ago
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
3 Days Ago
Change powerplant spawn priority to highest
3 Days Ago
Compile fix
3 Days Ago
Merge from PlayerMaintainedMonuments
3 Days Ago
Merge from MonumentBlockers/workflow_improvements
3 Days Ago
made screen flatter and added an object to mark position for ui screen
3 Days Ago
Do not calculate remaining distance twice
3 Days Ago
Added tooltips to shapes
3 Days Ago
Optimize fsm wait for navmesh
3 Days Ago
Improve npcs path following performance, fix npcs sometimes not moving
3 Days Ago
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
3 Days Ago
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
3 Days Ago
Disambiguate rust nav mesh helpers
3 Days Ago
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
3 Days Ago
Merge from main