138,991 Commits over 4,474 Days - 1.29cph!

15 Minutes Ago
merge from catapult_reloadtime_nerf
16 Minutes Ago
Catapult reload time increased to 6 seconds (was 3)
23 Minutes Ago
yup, more fixes
33 Minutes Ago
Fix for some shadows not working correctly in demos
36 Minutes Ago
More fixes & tweaks
47 Minutes Ago
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
48 Minutes Ago
car lift sounds :car: :elevator:
1 Hour Ago
More fixes
1 Hour Ago
Fix
1 Hour Ago
control screen mostly done
2 Hours Ago
Fuel / fuel block tweaks
2 Hours Ago
merge from PlayerMaintainedMonuments
2 Hours Ago
merge from gas_station_maintainables
2 Hours Ago
new hit guide fixes - changed depth texture used - small negative scale offset to stop flash of z-fighting on single carve - reduced line distance so it's more consistent with small carve radius - turned off old ripples
2 Hours Ago
Control screen wip
2 Hours Ago
fix car being killed when driving onto ramp adjust carlift health, re-apply immortal protection properties
2 Hours Ago
Setup powerline pole ladder visual to only appear on climbable poles
2 Hours Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
2 Hours Ago
merge from PlayerMaintainedMonuments
2 Hours Ago
merge from water_treatment_plant_maintainables
2 Hours Ago
2 Hours Ago
Merge from PlayerMaintainedMonuments
2 Hours Ago
Control screen WIP
3 Hours Ago
Codegen
3 Hours 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
3 Hours Ago
revert terrain anchors, was causing no pipes to be spawned
3 Hours Ago
Testlist
3 Hours 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
3 Hours Ago
Merge from main
3 Hours Ago
add more terrain anchors to accomodate new model terrain
3 Hours Ago
game_room_dlc -> main
3 Hours Ago
A new player cannot mount while any existing pool-table mountable remains occupied
3 Hours Ago
game_room_dlc -> main
3 Hours Ago
Pool cue stroke movement now ignores input.vehicle_flipy
3 Hours Ago
In a gamer over state allow anyone to reset the pool game
3 Hours Ago
Pool: dismount players mounted on the table if they start to go underwater
3 Hours Ago
Merge from parent
3 Hours Ago
2nd screen tweaks. Tweak display strings.
3 Hours Ago
Pool: Ensure the prediction timeout can't reset the game if we are just waiting on a second player
3 Hours Ago
Added sounds for new electrical boxes
3 Hours Ago
Monitor screen setup
3 Hours Ago
Final compile fix
3 Hours Ago
Tank water blend asset + reference materials.
3 Hours Ago
move waterpipe in WTP scene + S2P WTP
3 Hours 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
3 Hours Ago
Adjusted Workbench Level 3 and BBQ deploy volumes to prevent wallpaper clipping when deployed
Rin
3 Hours Ago
merge from deploy_clipping_fixes
3 Hours Ago
Another sneaky compile fix that snuck past editor tests
3 Hours Ago
Underground basement blocks - working out metrics and combos, added test scene
4 Hours 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