reporust_rebootcancel

132,225 Commits over 4,262 Days - 1.29cph!

34 Minutes Ago
Fix cant start coroutine because object is inactive error
33 Minutes Ago
quickcraft_improvements -> main
50 Minutes Ago
Make the Autoturret idle animation run only on the client. This prevents turrets constantly sending network aim direction update packets constantly even when they have no target or are around no players Saves roughly 20KB/s for our big turret base save
60 Minutes Ago
merge from naval_update
1 Hour Ago
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1 Hour Ago
Couple test fixes
1 Hour Ago
quick_craft_improvements -> main
1 Hour Ago
Minor quick craft button cleanup
1 Hour Ago
Opening Quick Craft down from 5.50ms to 3.39ms - Minor Cleanup
1 Hour Ago
Taper the quick craft rebuild over a few frames with coroutines to half the workload
1 Hour Ago
merge from main
1 Hour Ago
merge from crosshair_button_release
1 Hour Ago
Fix the crosshair preview buttons triggering on pressed instead of released
1 Hour Ago
Merge from space_station_weapon_skin
1 Hour Ago
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
2 Hours Ago
Cherrypick from 139797
2 Hours Ago
Cherrypick from 139793
2 Hours Ago
Merge from main
3 Hours Ago
Merge from naval_update
3 Hours Ago
Added admire sounds to the salvaged axe
Today
Convert seq_num uint → int
Today
rebase on main
Today
Merge from main
Today
Merge from naval_update/industrial_optim
Today
Formatting fixes
Today
Rework buffer transfers, all tests now pass
Today
Remove unused method PurchaseUpkeepTime(float)
Today
Fixed a bunch of tests, buffer transfers still failing
Today
merge from solarpanel_tests
Today
Added solar panel tests Minor SolarPanel class cleanup
Today
Merge from naval_update
Today
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