139,119 Commits over 4,474 Days - 1.30cph!

Yesterday
Common/bg wip setup
Yesterday
Soundwaves Nixed fresnel from the emissive for aliasing purposes.
Yesterday
Delete unused details panel
Yesterday
WIP
Yesterday
merge from main
Yesterday
More minor work
Yesterday
Merge from satellite_crash
Yesterday
Default require_powerplant to true. Stays false in editor for easier satellite testing.
Yesterday
Merge from satellite_crash
Yesterday
Finally fixed the mounting-backwards bug. That took longer than it should have.
Yesterday
Adjusted powerline pole ladder collider to be able to climb it from any sides Updated side wire colliders to use GameTrace so players can climb through but shoot it Disable ladder collider if powerline pole does not have an IO box, no more require looking at the collider when climbing
Yesterday
merge from darts_game
Yesterday
darts polish & fixes - fix scoring not calculating properly - integrate effects from petur: dart puff, bullseye hit, win game - change default accuracy velocity threshold 0.03 -> 0.05 - fix winning game adding another score line at the end
Yesterday
merge from sculptures
Yesterday
merge from main
Yesterday
merge from sculptures/lods
Yesterday
refactored out persistent vertices/indices in the generator for TempJob allocated lists, virtually free and allows parallel LOD marches
Yesterday
- Make appearance and animation windows movable (mostly refactoring to make all utk rust windows movable) - Create keyframes for current zoom/focal length when placing dolly cameras. - Fix NRE from cloning players - Fix not being able to use convars directly in demoui2, no longer prioritizing the options menu. - Maybe fix the dlaa/dlss crash, needs more testing
Yesterday
initial LOD setup - using box sampling at mip levels to generate meshes from the same data using smaller grids, only generating 2 lods because it turns to nothing after that many. Can get tri count in the region of 9k->2k->0.2k
Yesterday
Fix triangle planters not snapping to triangle floors testlist
Yesterday
Bar Wallpaper - updated textures and icon
Yesterday
merge from HAB_armour_health_fix
Yesterday
Fixed placement of wooden barricade and barbed wooden barricade. Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor
Yesterday
Made corridor stop transition pieces wider to account for train stations of different widths
2 Days Ago
More prefab cleanup
2 Days Ago
merge from fix_cliff_gaps
2 Days Ago
Applied a similar fix as 158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
2 Days Ago
Tightened anchor setup on cliff_hills_large_c
2 Days Ago
merge from game_room_dlc
2 Days Ago
updated dartboard texture so that no. 16 is more clearly visible
2 Days Ago
fixed rotation of the pooltable balls so numbers are facing up by default
2 Days Ago
Possible fix for sfx error when entering network range of dome
2 Days Ago
update to pooltable and textures. flattened cloth so its not visually confusing. rebaked pooltable and updated textures
2 Days Ago
merge from main
2 Days Ago
Merge from satellite_crash
2 Days Ago
Remove the fuel text placeholder
2 Days Ago
Remove some dead UI
2 Days Ago
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
2 Days Ago
Initial setup
2 Days Ago
Update dart offset in viewmodel and event on throw animation
2 Days Ago
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
2 Days Ago
Merge from main
2 Days Ago
Add build artefacts for all platforms
2 Days Ago
Remove debug.break left by accident
2 Days Ago
¬!Dummy commit
2 Days Ago
Remove the rotation on descent
2 Days Ago
jukebox - glowy lighting turns off and on when power is supplied - tweaked material emit values - prefab updated
2 Days Ago
jukebox - added a warm glowy lighting effect - updated model with second uvchannel - updated textures - updated materials
2 Days Ago
Cherrypicked from 151180
2 Days Ago
Update: try using CoreCLR's ConcurrentQueueSegment as a Pool implementation Leaks a bit in busy MT perf tests, but breaks down at 32 threads (can leak up to 50% of the buffer). Not good enough on it's own Tests: ran perf and unit tests