139,568 Commits over 4,505 Days - 1.29cph!

5 Days Ago
Fix sample radius being insufficient to check if player is on navmesh
5 Days Ago
Fix leftover comment and stale dll
5 Days Ago
merge from main
5 Days Ago
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
5 Days Ago
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
5 Days Ago
Optimize npc movement
5 Days Ago
WIP: new avatar masks new top bar
5 Days Ago
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
5 Days Ago
game_room_dlc -> new_pool_ui
5 Days Ago
merge from main
5 Days Ago
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
5 Days Ago
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
5 Days Ago
wtp S2P
5 Days Ago
WTP sign for the water inlet puzzle
5 Days Ago
Added the DarBoardReticule shader
5 Days Ago
merge from main
5 Days Ago
pooltable - updated guide model to match wide deploy bounds
5 Days Ago
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
5 Days Ago
pooltable - added corner floor guides to help with placement inside bases
5 Days Ago
set up viewmodel renderer
5 Days Ago
Updated description
5 Days Ago
removed unused model prefab
5 Days Ago
Thruster buttons
5 Days Ago
new rock sculpture model and temp ao/normal textures. scale broken
5 Days Ago
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
5 Days Ago
merge from uibindings_nre_fix
5 Days Ago
Fix attempt for the UI bindings NRE spam
5 Days Ago
Control screen wip
5 Days Ago
jukebox - added gibs - updated material and prefab
5 Days Ago
Dismount the player from the pooltable if theres no ground beneath them
5 Days Ago
pool: add more profiling everywhere
5 Days Ago
Offline screen finished. Removed some now dead UI code.
5 Days Ago
Bar Wallpapers - fixes and renames
5 Days Ago
assigned concrete physics mat to block
5 Days Ago
R/W satellite_crashed_col
5 Days Ago
Cooldown screen wip
5 Days Ago
merge from crafting_stall_fix
5 Days Ago
fixed clipping issues with barstool mounts
5 Days Ago
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
Rin
5 Days Ago
Added heavy fuse spawn to crate_normal and crate_normal2 Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
5 Days Ago
merge from main
5 Days Ago
Locked screen finished
5 Days Ago
Merge from PMM
5 Days Ago
updated the pipe_hole mesh to be shaped more like junkpiles mounds
5 Days Ago
back from trip, big merge from main
5 Days Ago
fixed gas station interior LOD1 borked material assignment underground
5 Days Ago
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
5 Days Ago
Another heavy fuse loot table pass
5 Days Ago
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
5 Days Ago
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m