reporust_rebootcancel

132,478 Commits over 4,262 Days - 1.30cph!

Just Now
merge from main
8 Minutes Ago
Merge: from main
17 Minutes Ago
added new sounds for salvaged axe admire action
36 Minutes Ago
merge from main
38 Minutes Ago
new sounds added and implemented for the salvaged icepick
44 Minutes Ago
merge from standardized_health_display_conditions -> main
1 Hour Ago
merge from main
1 Hour Ago
merge from shield_stats_display_workbench -> main
1 Hour Ago
merge from flameturret_optims
1 Hour Ago
merge from flameturret_optims/tests
1 Hour Ago
quick_craft_improvements -> main
1 Hour Ago
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
1 Hour Ago
Minor change to the new RemovePlayer method in BuildingPrivlidge
1 Hour Ago
merge from flameturret_optims/tests
1 Hour Ago
Compile fixes
2 Hours Ago
More flame turret tests
2 Hours Ago
Misisng meta file
2 Hours Ago
main -> quick_craft_improvements
2 Hours Ago
merge from naval_update
3 Hours Ago
Pass over all the boat blocks themselves Reset scaled colliders, resolve duplicate bone names, add model components as needed, ran manifest Fixes more offset / scaled / missing impact effects and stringpool warnings
3 Hours Ago
First pass textures and LOD0 of scrap component box (still WIP)
3 Hours Ago
Optim: TraceRaysUnordered - optimize collider validation using burst jobs - added UtilityJobs.FlipBoolJob and ScatterToJob<T> This brings costs down across the board: * 128 rays - 0.37ms -> 0.25ms, 33% improvement (serial was 0.49ms, 49%) * 1k rays - 2.59ms -> 1ms, 61% (serial was 4.33ms, 77%) * 8k rays - 18.9ms -> 6.26ms, 67% (serial was 34.79ms, 82%) Tests: unit tests
3 Hours Ago
added slope collision on security barge
4 Hours Ago
Added some flame turret tests
4 Hours Ago
Missed file
4 Hours Ago
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
5 Hours Ago
Merge from boat_repair_fixes
5 Hours Ago
Use collider cleanup tool to reset scaled transforms on all windows, embrasures, window bars, ladder hatches Should fix scaled impact effects and C4 getting stretched when stuck to their colliders
5 Hours Ago
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
5 Hours Ago
edited paintball gun 3p anims and vm reload anim edit
Today
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Today
Optim: TraceRaysUnordered - run water traces in parallel to raycasts Not the best impl, but shows improvement for smaller ray counts (where we're not dominated by Verify): * TraceRaysUnordered - 128rays: 0.44ms -> 0.37ms, 1k+ rays same * TraceRays - 128rays: 0.56ms -> 0.50ms, 1k+ rays same Can apply the same to sphere casts as well. Tests: unit tests
Today
merge from boat_optim
Today
merge from naval_update
Today
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Today
merge from naval_update
Today
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Today
Merge from naval_update
Today
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
Today
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
Today
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
boat_jiggle_fix -> main
- Improved steering all around - Removed the jiggle - Increased far point distance - Allowed 0 movement to be a valid case for the context direction - Gas pedal forces 0 with a 0 movement direction
Scientist Boats: Add hysteresis to the gas pedal. Boats will only reverse provided the dot direction is high enough and the flip gate is open
Today
food box - updated prefab, updated material
Today
food box - added gibs, added transmission
Today
Fixed GrowableGenetics and UpdateResourcePings pool leaks
Today
Fixed boogie board LOD not marked as dynamic
Today
Fixed every impact fx in the deep sea being sand