143,734 Commits over 4,413 Days - 1.36cph!

Today
Improve mortar deployment around players
Initial commit Basic setup and boilerplate stuff to turn on powerplant using new fuse like item, feeds power into a global powergrid which can be plugged into at IO access points. ✨𝘴𝘶𝘣𝘫𝘦𝘤𝘵 𝘵𝘰 𝘤𝘩𝘢𝘯𝘨𝘦™✨
Today
tick rate and visual tweaks
Today
Tiny tweak on the monitor display to make it reflect better.
Player seed updates
binocuar_fixes_2 -> main
Ensure binoculars are hidden when relogging in
Today
Course changes
Today
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Today
Source updates
Today
codegen
Today
More wip UI
Today
Military vendor animation content
Today
Updating skinning for female skin
Today
more set dressing progress in streets
Today
Updated directional floorpaper textures, updated icons and relinked them, added descriptions
Today
Bandit gear skinning update
Today
apartment medium art
Use in environment check on the binoculars to correctly set day/night mode better than just day/night time
Yesterday
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Yesterday
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Yesterday
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Yesterday
Flipped hte UI numbers to align with the min max flip. Removed debug gizmos from impacts. Minor polish.
Yesterday
Update: use volatile int instead of Volatile.Read(ref long), as the latter is an expensive CAS Existing code was using non-volatile read of long, but I don't think it's safe Tests: ran perf tests
Yesterday
setup w_bowless_crossbow anim controller with multiple deploys for loaded and unloaded states
Yesterday
Bugfix: fix extreme spillage in high-contention perf test Turns out I needed to do an extra spin, whoops Tests: ran unit and perf tests
Yesterday
server_browser_update_2 -> main
Yesterday
- Hide distance behind a popup - Country select window changes - Minor cleanup all around
Yesterday
Merge: from pool_mt
Yesterday
Merge: from pool_mt
Yesterday
Update(tests): add 4, 8, 16, 32 task scenarios (previously was just 32) for pool perf tests Tests: ran perf tests
Yesterday
Update(tests): expand AllocDeallocMTShortLived to optionally simulate busywork We're never going to be just slamming the pool(or if we do - we shouldn't as that's overhead). This makes the test closer to real world. Tests: ran perf test
Yesterday
main -> server_browser_update_2
Yesterday
Fixed a shadow caching OOB exception when there are no lights in the scene
Yesterday
merge from horse_rpc_fix
Yesterday
Clean(tests): consolidate pool create-spilled code into Utils.MeasureAndPrint Tests: ran perf tests
Yesterday
Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly It was supposed to run only when necessary
Yesterday
Update: fuzzy version of pool with CircularBuffer Fastest so far, but has a tendency to spill/allocate in during very high contention AllocDeallocST - Avg: 0.63ms, Created: 0 Spilled: 0 AllocDeallocMTShortLived - Avg: 2.79ms, Created: 144(0.45%) Spilled: 169(0.53%) AllocDeallocMTLongLived - Avg: 2.94ms, Created: 0 Spilled: 0 AllocDeallocMPSC - Avg: 3.26ms, Created: 0 Spilled: 0 Tests: ran unit and perf tests
Yesterday
Satellite list tidyup
Yesterday
Lock trajectory button styling, setup.
Yesterday
Cherrypick from pool_mt/circularbuffer - test improvements
Yesterday
Update(tests): gather and output more data about the test - track created and spilled (matters for next pool version) - more profiler markers Tests: ran perf tests
Yesterday
Add thruster button prefab. Restyle thruster button.
Yesterday
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Yesterday
bowless crossbow world model anims edited
Yesterday
merge from f1tools_demo_fix
Yesterday
Use static list ticked through ServerMgr for npc networking instead of unity update
Yesterday
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
Yesterday
Fixed F1 menu tools tab not showing in demos
Yesterday
Merge from main