139,109 Commits over 4,474 Days - 1.30cph!

11 Minutes Ago
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
15 Minutes Ago
Rock sculpture - cleaned up duplicate textures, renamed for consistency
18 Minutes Ago
updated temp icon
21 Minutes Ago
main -> game_room_dlc
20 Minutes Ago
game_room_dlc -> new_pool_ui
22 Minutes Ago
Max trail length convar
38 Minutes Ago
changed name to rock sculpture, added colision and lods
44 Minutes Ago
do x and z while I'm at it
47 Minutes Ago
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
53 Minutes Ago
Debug log satellite Y position for my sanity
55 Minutes Ago
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
58 Minutes Ago
Take the longest route across terrain possible
1 Hour Ago
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
1 Hour Ago
rock sculpture COL
1 Hour Ago
Rock Sculpting Pedestal - gibs
1 Hour Ago
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
1 Hour Ago
Trail fade
1 Hour Ago
merge from PlayerMaintainedMonuments
1 Hour Ago
trail fix
1 Hour Ago
Perspective fix
1 Hour Ago
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
1 Hour Ago
more tweaks
1 Hour Ago
set repair and pickup to correct item prefab
2 Hours Ago
merge from f1menu_blur_fix
2 Hours Ago
Updated BlurManager to use SingletonComponent instead
2 Hours Ago
merge from water_surface_nametags_fix again (didn't go through)
2 Hours Ago
merge from water_surface_nametags_fix
2 Hours Ago
resized rock sculpture textures to 2k
2 Hours Ago
merge from paintingui_inputs_fix
2 Hours Ago
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)
2 Hours Ago
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
3 Hours Ago
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
3 Hours Ago
3 Hours Ago
scale up test
3 Hours Ago
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
3 Hours Ago
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
3 Hours Ago
updated wooden arrow icon
3 Hours Ago
Flyover and curve experiment
3 Hours Ago
merge from f1menu_blur_fix
3 Hours Ago
Crash site remains terrain alignment test
3 Hours Ago
airfield S2P
4 Hours Ago
Removed blurring fade when closing the F1 menu (the blur is still there, it will just update the blur instantly on close)
4 Hours Ago
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
4 Hours Ago
Optim: use same trick of oversized segment to avoid segment churn Looks faster than FuzzyPool, noice Tests: ran unit tests + select perf tests
4 Hours Ago
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
4 Hours Ago
tweaks to stone block materials to make edges more visible
4 Hours Ago
Merge from PlayerMaintainedMonuments/powergrid
4 Hours Ago
If Prediction=true then allow syncvars to be modified on the client, otherwise throw an error. Catches some possible issues with DeepSeaIslandMapMarker
4 Hours Ago
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
4 Hours Ago
Debug log time remaining and phase. Tweaks