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137,514 Commits over 4,474 Days - 1.28cph!

Today
Lots more tweaks
Today
double trail distance, reduce thickness. more closely copy the original trail effect.
Today
texture updates to wooden crate 1 rezised and optimized
Today
dartboard and pool table unlock
Ensure proper animation events are synced up - allowing the arrow head to show at the same time as the arrow itself
Today
corrected comment
Today
enforce mesh renderer is enabled in sculpting gui always
Today
Merge: from fix_skipinit_error - Buildfix(editor) - replace unsupported intrinsic Tests: no errors in editor on script compile, checked asm
Today
Buildfix: get rid of SkipInit, LLVM optimizes out variable initialization from final asm Tests: triggered compile - no errors in editor. Checked asm against externally stack allocated storage - same asm
Merge from PlayerMaintainedMonuments/powergrid
Remove debug 15s refresh times lol
Merge from PlayerMaintainedMonuments/powergrid
Today
lod distances tweaks same as TC
Change supermarket freezer loot refresh - Reduced loot refresh contents but at a much shorter refresh cycle - Every x many reduced loot refreshes, we get a full refresh with lots and more variety of food - Contents of full refresh cannot be wiped by a reduced refresh unless someone has opened the freezer at least once after the last full refresh S2P supermarket
Today
Rock sculpture - cleaned up duplicate textures, renamed for consistency
Today
updated temp icon
main -> game_room_dlc
game_room_dlc -> new_pool_ui
Today
Max trail length convar
Today
changed name to rock sculpture, added colision and lods
Today
do x and z while I'm at it
Today
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
Today
Debug log satellite Y position for my sanity
Today
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
Today
Take the longest route across terrain possible
Today
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
Today
rock sculpture COL
Today
Rock Sculpting Pedestal - gibs
Today
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
Today
Trail fade
Today
merge from PlayerMaintainedMonuments
Today
trail fix
Today
Perspective fix
Today
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
Today
more tweaks
Today
set repair and pickup to correct item prefab
Today
merge from f1menu_blur_fix
Today
Updated BlurManager to use SingletonComponent instead
Today
merge from water_surface_nametags_fix again (didn't go through)
Today
merge from water_surface_nametags_fix
Today
resized rock sculpture textures to 2k
Today
merge from paintingui_inputs_fix
Today
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)
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
Today
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
Today
scale up test
Today
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader