139,408 Commits over 4,474 Days - 1.30cph!

Yesterday
Rock sculpture - cleaned up duplicate textures, renamed for consistency
Yesterday
updated temp icon
Yesterday
main -> game_room_dlc
Yesterday
game_room_dlc -> new_pool_ui
Yesterday
Max trail length convar
Yesterday
changed name to rock sculpture, added colision and lods
Yesterday
do x and z while I'm at it
Yesterday
Merge: from pool_leak_experiments - Optim: replace FuzzyPool with LPRQ segment - it can be up to 20% faster and doesn't leak/spill sporadically Tests: unit + perf tests, loaded 2.5k procgen map, checked print_memory - no spills
Yesterday
Debug log satellite Y position for my sanity
Yesterday
Clean: remove editor-only add/remove fail counters - also cache cell buffer length - jit might already do it automatically, so might be moot Tests: compiles
Yesterday
Take the longest route across terrain possible
Yesterday
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
Yesterday
rock sculpture COL
Yesterday
Rock Sculpting Pedestal - gibs
Yesterday
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
Yesterday
Trail fade
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
trail fix
Yesterday
Perspective fix
Yesterday
Clean: Add general explanation on the pool implementation - remove TODOs - buildfix for non-editor builds - bugfix of setting the wrong epoch for a slot for stale cells Tests: ran unit and perf tests
Yesterday
more tweaks
Yesterday
set repair and pickup to correct item prefab
Yesterday
merge from f1menu_blur_fix
Yesterday
Updated BlurManager to use SingletonComponent instead
Yesterday
merge from water_surface_nametags_fix again (didn't go through)
Yesterday
merge from water_surface_nametags_fix
Yesterday
resized rock sculpture textures to 2k
Yesterday
merge from paintingui_inputs_fix
Yesterday
Added some slight forgiveness to query vis blocked by water check, to fix nametag inconsistencies (not being visible when your teammate is swimming right on the water surface)
Yesterday
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
Yesterday
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
Yesterday
Yesterday
scale up test
Yesterday
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
Yesterday
Optim: inline LPRQ segment logic, get rid of the overall queue Perf test is averaging 2.8ms, improvement over FuzzyPool by 20% Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
Yesterday
updated wooden arrow icon
Yesterday
Flyover and curve experiment
Yesterday
merge from f1menu_blur_fix
Yesterday
Crash site remains terrain alignment test
Yesterday
airfield S2P
Yesterday
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
Yesterday
Added variants of the control panel models for airfield with screen glass and screen depth, prefabs. Modified the airdrop and chinook prefabs with the new models, pushed World UI elements into the screens volume
Yesterday
Optim: use same trick of oversized segment to avoid segment churn Looks faster than FuzzyPool, noice Tests: ran unit tests + select perf tests
Yesterday
Optim: inline segment storage and strip all ConcurrentQueue logic My previous estimate of 10% degradation was off - it actually was 6ms vs 3.5ms. With these changes I consistently get 4ms for AllocDeallocMTShortLived(32,False) perf test - 15% loss, still acceptable Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
Yesterday
tweaks to stone block materials to make edges more visible
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
Yesterday
Update powergrid convars - Add convar for overriding which power stage green recyclers return to their full efficiency - Removed delay between jobs in stage change work queue. Was mostly to get powerline poles lighting up in a sequence but we've since removed those lights - powergrid.status now displays the required number of fuses for each stage
Yesterday
Debug log time remaining and phase. Tweaks
Yesterday
Update(tests): port unit test fix from child branch Tests: ran PoolTests batch of unit tests