139,456 Commits over 4,474 Days - 1.30cph!

12 Minutes Ago
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
36 Minutes Ago
Change powerplant spawn priority to highest
41 Minutes Ago
Compile fix
42 Minutes Ago
Merge from PlayerMaintainedMonuments
42 Minutes Ago
Merge from MonumentBlockers/workflow_improvements
48 Minutes Ago
made screen flatter and added an object to mark position for ui screen
49 Minutes Ago
Do not calculate remaining distance twice
50 Minutes Ago
Added tooltips to shapes
51 Minutes Ago
Optimize fsm wait for navmesh
57 Minutes Ago
Improve npcs path following performance, fix npcs sometimes not moving
58 Minutes 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
60 Minutes 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
1 Hour Ago
Disambiguate rust nav mesh helpers
1 Hour Ago
Fix not being able to find collider mesh if there is just one mesh in the FBX asset for it Serialized data migration for all prefabs which use StagedDestructionEntityInfo
1 Hour Ago
Merge from main
1 Hour Ago
Update artifacts
1 Hour Ago
Fix sample radius being insufficient to check if player is on navmesh
1 Hour Ago
Fix leftover comment and stale dll
1 Hour Ago
merge from main
1 Hour Ago
Optim: reduce GC impact by reducing how many segments we trash This forces serialization at the point of segment exhaustion. Need to see if I can setup some sort of recycling to reduce busy spinning Tests: ran AllocDeallocMTShortLived(32, false), no more GC reports
1 Hour Ago
Bugfix(tests): fix 2 pooling tests having bad setup after Spillage tests These tests rely on explicit sizes/counters, so were randomly failing Tests: ran all PoolTests unit tests
1 Hour Ago
Optimize npc movement
1 Hour Ago
WIP: new avatar masks new top bar
1 Hour Ago
Improve workflow for setting which colliders are enabled and which collider meshes to use at different destruction stages Fix preview mesh destruction stage and LOD slider not retaining its currently displayed stage/LOD
2 Hours Ago
game_room_dlc -> new_pool_ui
2 Hours Ago
merge from main
2 Hours Ago
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
3 Hours Ago
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
3 Hours Ago
wtp S2P
3 Hours Ago
WTP sign for the water inlet puzzle
3 Hours Ago
Added the DarBoardReticule shader
3 Hours Ago
merge from main
3 Hours Ago
pooltable - updated guide model to match wide deploy bounds
3 Hours Ago
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
3 Hours Ago
pooltable - added corner floor guides to help with placement inside bases
3 Hours Ago
set up viewmodel renderer
3 Hours Ago
Updated description
3 Hours Ago
removed unused model prefab
3 Hours Ago
Thruster buttons
3 Hours Ago
new rock sculpture model and temp ao/normal textures. scale broken
3 Hours Ago
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test
4 Hours Ago
merge from uibindings_nre_fix
4 Hours Ago
Fix attempt for the UI bindings NRE spam
4 Hours Ago
Control screen wip
4 Hours Ago
jukebox - added gibs - updated material and prefab
4 Hours Ago
Dismount the player from the pooltable if theres no ground beneath them
4 Hours Ago
pool: add more profiling everywhere
4 Hours Ago
Offline screen finished. Removed some now dead UI code.
5 Hours Ago
Bar Wallpapers - fixes and renames