reporust_rebootcancel

132,203 Commits over 4,262 Days - 1.29cph!

3 Hours Ago
Merge from main
3 Hours Ago
Merge from naval_update/industrial_optim
3 Hours Ago
Formatting fixes
3 Hours Ago
Rework buffer transfers, all tests now pass
4 Hours Ago
Remove unused method PurchaseUpkeepTime(float)
5 Hours Ago
Fixed a bunch of tests, buffer transfers still failing
6 Hours Ago
merge from solarpanel_tests
6 Hours Ago
Added solar panel tests Minor SolarPanel class cleanup
6 Hours Ago
Merge from naval_update
6 Hours Ago
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
Today
merge from fix_console_thread_cancel -> main
Today
Potential fix for multiple console logging threads running at the same time, causing formatting issues - cancel the CancellationTokenSource inside Enable() incase it gets called twice (editor only probably) - cancel the CancellationTokenSource inside Disable() before unsubscribing from the callback
Today
Add debris to roof & triangle roofs - show debris locations in DrawGizmosSelected()
Today
First iteration of easel bars adjusting for painting size, clean up code
Today
Add ConVar for `use_cached_stability` - will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value - fixes mismatch between what stability is set to, and the stability value read from supports - should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above - may cause additional stability updates so locked behind a convar
Today
merge from main
Today
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
hotreload_serialization_fix_2 -> main
Patch out the rest of the items we dont need: android app support and expose server stuff
Compile fix
Re-apply Jarryds changes on 112808, 112812 and 112814
- Fixed serializiation layout error from Hot Reload upgrade - Changed some default settings
Subtract 139721
Compile fixes after deleting the convar
Quick craft menu shows skins again so you know what skin you are crafting
- Quick Craft menu now updates instantly when inventory changes - Improve the performance of quick craft, don't delete and respawn buttons everytime: just keep a set list and update them - Extra profiling - Remove quickcraftdelay: not needed anymore
Today
Update: started on ShouldParentEntitiesJobs (incorrect name) - Simplified ShouldParentEntities (also incorrectly named) Converted CheckForObjUnderFeet to burst jobs, need to do IsClipping internals next (needs a bunch more on the GamePhysics side) Tests: none, not ready
Today
Update: GamePhysics.TraceRays now supports ignore entities - Added TraceRealmRays (not unit tested, will do that tomorrow) - Added unit tests for TraceRays - TraceRays skips sorting if maxHitsPerTrace is less than 2 Tests: unit tests
Today
- Added pose anim clips for paintball levels - Added layer and blendtree for balls to animator - Added ammo count param & tied this to the poses
Today
naming updates
Today
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
Today
animator naming update
Today
paintball file naming and cleanup
Today
paintball viewmodel prefab fixes, re-exported anims
Today
merge from hbhf_sensor_tests
Today
Some more small fixes, regenerated testlist
Today
Updating player anim controller with v4 gestures
Today
Updating 3p_crude gestures with correct frame ranges
Today
Apply shelf from big Flav
Today
exported latest 3p paintball gun anims
Today
merge from naval_update
Today
Updating paintball gun rig
Today
merge from main
Today
Code clean up
Today
Batched Buoyancy is now functional, but still missing some code and needs more optimization: - Move buoyancy data into persistent arrays and reuse them. - Add convar for switching between batched/old buoyancy. - Add 3D positions for water info step. - Add Ocean Simulation.GetHeights span overloads for interop with native arrays. (they still need a XZ3D step, otherwise we'd use the native arrays directly - TODO later.) - Add GetBuoyancyWaterInfoBatched. (wip, missing entity fast paths for inside terrain/above water) - Shim Ocean simulation into WaterSystem.GetHeightArray_Native, it's already batched, works for now.
Today
Add BlockPlayerBoatWood protection properties so we can change protections without affecting regular wood block grade. Assign to wood_boat_hull, wood_boat and PlayerBoat properties. No actual changes in protection properties yet.
Today
Debug log damage scale too
Today
creating paintball gun 3p anims
Today
Damage test save with boats and cannons. Debug logging.
npc_vendor_accessible_fix -> main