138,972 Commits over 4,474 Days - 1.29cph!

10 Minutes Ago
merge from water_treatment_plant_maintainables
11 Minutes Ago
14 Minutes Ago
Merge from PlayerMaintainedMonuments
14 Minutes Ago
Control screen WIP
14 Minutes Ago
Codegen
15 Minutes Ago
Update: reimpleemnt whole of CoreCLR's ConcurrentQueue (same as in shipped mscorlib) - added extra telemetry to track segment alloc/retire, general tries, gc activity This time didn't rip out the segment growing logic, and looks like if it safely fits in one segment, it can be consistently used. Going to confirm if extra large segment is enough, then it'll be a viable candidate Tests: ran unit tests and AllocDeallocMTShortLived(32,False) perf test
15 Minutes Ago
revert terrain anchors, was causing no pipes to be spawned
17 Minutes Ago
Testlist
18 Minutes Ago
New automated test for animation events using DoEffect that point to prefabs that don't exist finds 27 cases, will need to figure out what to do with them
28 Minutes Ago
Merge from main
28 Minutes Ago
add more terrain anchors to accomodate new model terrain
30 Minutes Ago
game_room_dlc -> main
30 Minutes Ago
A new player cannot mount while any existing pool-table mountable remains occupied
34 Minutes Ago
game_room_dlc -> main
34 Minutes Ago
Pool cue stroke movement now ignores input.vehicle_flipy
36 Minutes Ago
In a gamer over state allow anyone to reset the pool game
41 Minutes Ago
Pool: dismount players mounted on the table if they start to go underwater
43 Minutes Ago
Merge from parent
44 Minutes Ago
2nd screen tweaks. Tweak display strings.
47 Minutes Ago
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
49 Minutes Ago
Added sounds for new electrical boxes
53 Minutes Ago
Monitor screen setup
53 Minutes Ago
Final compile fix
55 Minutes Ago
Tank water blend asset + reference materials.
1 Hour Ago
move waterpipe in WTP scene + S2P WTP
1 Hour Ago
integrate waterbody shader with water tank spinup time add testing convar for forcing tank pressure "watertreatmentwatertank.force_pressure <pressure>" remove unused prefab reduce size of colliders on water spouts
Rin
1 Hour Ago
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
1 Hour Ago
merge from deploy_clipping_fixes
1 Hour Ago
Another sneaky compile fix that snuck past editor tests
1 Hour Ago
Underground basement blocks - working out metrics and combos, added test scene
1 Hour Ago
Update: minor simplifications - get rid of retry limiters - fixup unsafe increments Couldn't figure out how to do add segment recycling, so going to change focus for a bit - will see how ConcurrentQueue performs Tests: ran unit tests
1 Hour Ago
removed old prefab
1 Hour Ago
Updated the emission shader feature on the cloth shader to remove an unnecessary underscore
1 Hour Ago
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
1 Hour Ago
master key updates - removed old meshes from viewmodel prefab - moved current setup item to tools folder with other prefabs - deleted items folder (no longer required) - moved sounds to correct folder
1 Hour Ago
bye bye compile errors :wave:
2 Hours Ago
merge from PlayerMaintainedMonuments
2 Hours Ago
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
3 Hours Ago
Change powerplant spawn priority to highest
3 Hours Ago
Compile fix
3 Hours Ago
Merge from PlayerMaintainedMonuments
3 Hours Ago
Merge from MonumentBlockers/workflow_improvements
3 Hours Ago
made screen flatter and added an object to mark position for ui screen
3 Hours Ago
Do not calculate remaining distance twice
3 Hours Ago
Added tooltips to shapes
3 Hours Ago
Optimize fsm wait for navmesh
3 Hours Ago
Improve npcs path following performance, fix npcs sometimes not moving
3 Hours 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
3 Hours 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