146,134 Commits over 4,413 Days - 1.38cph!

28 Days Ago
Added vehicle damage to the fragmentation mortar shell (50 to match the F1 grenade)
28 Days Ago
Merge from workbench_upgrades
28 Days Ago
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)
28 Days Ago
Salvaged Cleaver audio tweaks
28 Days Ago
Improved HUD contrast. Removed the old disabled UI from the prefab.
28 Days Ago
exported edited 3p zipline anims
28 Days Ago
6.3 fix
28 Days Ago
Fix existing sell order NRE
28 Days Ago
Fixing stray verts skinning for garage door
28 Days Ago
RRP viewmodel camera
28 Days Ago
Removed editor code that's no longer needed
28 Days Ago
first pass on leaderboard, still WIP
28 Days Ago
Improve mortar deployment around players
28 Days Ago
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™✨
28 Days Ago
tick rate and visual tweaks
28 Days Ago
Tiny tweak on the monitor display to make it reflect better.
28 Days Ago
Player seed updates
28 Days Ago
binocuar_fixes_2 -> main
28 Days Ago
Ensure binoculars are hidden when relogging in
28 Days Ago
Course changes
28 Days Ago
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28 Days Ago
Source updates
28 Days Ago
codegen
28 Days Ago
More wip UI
28 Days Ago
Military vendor animation content
28 Days Ago
Updating skinning for female skin
28 Days Ago
more set dressing progress in streets
28 Days Ago
Updated directional floorpaper textures, updated icons and relinked them, added descriptions
28 Days Ago
Bandit gear skinning update
28 Days Ago
apartment medium art
28 Days Ago
Use in environment check on the binoculars to correctly set day/night mode better than just day/night time
28 Days Ago
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28 Days Ago
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28 Days Ago
Flipped hte UI numbers to align with the min max flip. Removed debug gizmos from impacts. Minor polish.
28 Days Ago
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
28 Days Ago
setup w_bowless_crossbow anim controller with multiple deploys for loaded and unloaded states
28 Days Ago
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
28 Days Ago
server_browser_update_2 -> main
28 Days Ago
- Hide distance behind a popup - Country select window changes - Minor cleanup all around
28 Days Ago
Merge: from pool_mt
28 Days Ago
Merge: from pool_mt
28 Days Ago
Update(tests): add 4, 8, 16, 32 task scenarios (previously was just 32) for pool perf tests Tests: ran perf tests
28 Days Ago
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
28 Days Ago
main -> server_browser_update_2
28 Days Ago
Fixed a shadow caching OOB exception when there are no lights in the scene
28 Days Ago
merge from horse_rpc_fix
29 Days Ago
Clean(tests): consolidate pool create-spilled code into Utils.MeasureAndPrint Tests: ran perf tests
29 Days Ago
Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly It was supposed to run only when necessary
29 Days Ago
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