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121,372 Commits over 4,018 Days - 1.26cph!

47 Days Ago
Fixed incorrect perfect growth rate calculation
47 Days Ago
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47 Days Ago
Clean: general cleanup - Removed dead code - removed some TODOs that no longer apply - more ReadOnly cases alongside NativeArray usage instead of spans Tests: unit tests
47 Days Ago
Merge from jungle_update
47 Days Ago
Compile fix
47 Days Ago
Update: expand PerfSerialWaterFactor & PerfBatchWaterFactors with different pop counts Covers various scenarios, from staging at 50pop to 10k for stress test. Also shows that we retain the 4x+ speedup across populations. Tests: ran perf tests
47 Days Ago
Merge from jungle_update
47 Days Ago
Merge from Snakes
47 Days Ago
Todo
47 Days Ago
Clean: last ReadOnly added Tests: unit tests
47 Days Ago
Clean: the ReadOnly crusade is almost over Tests: unit tests
47 Days Ago
Codegen
47 Days Ago
manifest
47 Days Ago
Clean: moar ReadOnly Tests: ran unit tests
47 Days Ago
Merge from snakes/mfju (merging from jungle update fix branch)
47 Days Ago
Merge from jungle_update
47 Days Ago
Fix a missed line when manually merging Modifier.cs
47 Days Ago
Clean: a lil more ReadOnly Tests: unit tests
47 Days Ago
Clean: more ReadOnly usage Tests: ran unit tests
47 Days Ago
water desal tanks update LOD0 and texture pass.
47 Days Ago
Merge from jungle_update
47 Days Ago
Optim: GetWaterFactors is converted to indirect style throughout - Added an edge case to all tests to validate correct bounds operation(spotted a bug I recently added) This is last optim I'll be pursuing - 10k points test now runs at ~6ms compared to 28ms serial mode. Next up is to add a couple more benchmarks and go through todo cleanup. Tests: ran unit tests and played back staging demo twice
47 Days Ago
Some stop distance thresholding
47 Days Ago
add file prefix and ray setback settings, ui cleanup
47 Days Ago
Got the boomerang doing a little curve a few seconds after throwing
47 Days Ago
merge from main
47 Days Ago
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47 Days Ago
Added more working weapons to v4 loadout + ammo
47 Days Ago
updated slight model offset in rock entity
47 Days Ago
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
47 Days Ago
merge from main
47 Days Ago
Kill the boomerang properly on hit
47 Days Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
47 Days Ago
Boomerang rotation now based on its speed
47 Days Ago
fix indices > 16 bits, allow null materials (omits submesh)
47 Days Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
47 Days Ago
Get proper hit material from ray
47 Days Ago
anim fixes for lr300
47 Days Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
47 Days Ago
merge from premium_servers
47 Days Ago
cherrypicking 116479
47 Days Ago
Update: converting GetWaterLevels to indirect form - Like previous CL, operates on an internal forward dummy range - sprinkled ReadOnly accessors in prep for clean up Time to start bridging the indices across the calls. Tests: unit tests
47 Days Ago
main -> boomerang
47 Days Ago
bee_rebalance -> main
47 Days Ago
Balance multiswarm damage
47 Days Ago
Update hit animation frame range to remove double swing
47 Days Ago
Update: converting GetWaterInfos to indirect form - Not propagating indirection params yet - running on dummy forward range - Sprinkled ReadOnly usage in prep for cleanup Tests: ran unit tests
47 Days Ago
Working rebalance for single swarm attacks
47 Days Ago
Merge from blowpipe