143,744 Commits over 4,413 Days - 1.36cph!

Today
Reinforced upgrade can now specify health bonus values per workbench level/type. Set initial values to maintain existing health boosts (effectively 150% of bench health)
Today
Salvaged Cleaver audio tweaks
Today
Improved HUD contrast. Removed the old disabled UI from the prefab.
Today
exported edited 3p zipline anims
Today
6.3 fix
Fix existing sell order NRE
Today
Fixing stray verts skinning for garage door
Today
RRP viewmodel camera
Today
Removed editor code that's no longer needed
Today
first pass on leaderboard, still WIP
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
Yesterday
codegen
Yesterday
More wip UI
Yesterday
Military vendor animation content
Yesterday
Updating skinning for female skin
Yesterday
more set dressing progress in streets
Yesterday
Updated directional floorpaper textures, updated icons and relinked them, added descriptions
Yesterday
Bandit gear skinning update
Yesterday
apartment medium art
Yesterday
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.