141,387 Commits over 4,505 Days - 1.31cph!

28 Days Ago
bye bye compile errors :wave:
28 Days Ago
merge from PlayerMaintainedMonuments
29 Days Ago
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
29 Days Ago
Change powerplant spawn priority to highest
29 Days Ago
Compile fix
29 Days Ago
Merge from PlayerMaintainedMonuments
29 Days Ago
Merge from MonumentBlockers/workflow_improvements
29 Days Ago
made screen flatter and added an object to mark position for ui screen
29 Days Ago
Do not calculate remaining distance twice
29 Days Ago
Added tooltips to shapes
29 Days Ago
Optimize fsm wait for navmesh
29 Days Ago
Improve npcs path following performance, fix npcs sometimes not moving
29 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
29 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
29 Days Ago
Disambiguate rust nav mesh helpers
29 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
29 Days Ago
Merge from main
29 Days Ago
Update artifacts
29 Days Ago
Fix sample radius being insufficient to check if player is on navmesh
29 Days Ago
Fix leftover comment and stale dll
29 Days Ago
merge from main
29 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
29 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
29 Days Ago
Optimize npc movement
29 Days Ago
WIP: new avatar masks new top bar
29 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
29 Days Ago
game_room_dlc -> new_pool_ui
29 Days Ago
merge from main
29 Days Ago
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
29 Days Ago
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
29 Days Ago
wtp S2P
29 Days Ago
WTP sign for the water inlet puzzle
29 Days Ago
Added the DarBoardReticule shader
29 Days Ago
merge from main
29 Days Ago
pooltable - updated guide model to match wide deploy bounds
29 Days Ago
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
29 Days Ago
pooltable - added corner floor guides to help with placement inside bases
29 Days Ago
set up viewmodel renderer
29 Days Ago
Updated description
29 Days Ago
removed unused model prefab
29 Days Ago
Thruster buttons
29 Days Ago
new rock sculpture model and temp ao/normal textures. scale broken
29 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
29 Days Ago
merge from uibindings_nre_fix
29 Days Ago
Fix attempt for the UI bindings NRE spam
29 Days Ago
Control screen wip
29 Days Ago
jukebox - added gibs - updated material and prefab
29 Days Ago
Dismount the player from the pooltable if theres no ground beneath them
29 Days Ago
pool: add more profiling everywhere