reporust_rebootcancel

134,573 Commits over 4,293 Days - 1.31cph!

3 Days Ago
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3 Days Ago
Hookl up umbrella collider state toggling
3 Days Ago
cleaned up ApplyCorrectionForces a bit
3 Days Ago
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merge from parent
3 Days Ago
More monument blocker blockout progress
3 Days Ago
proprenderer_print_log_fix -> main
3 Days Ago
merge from main
3 Days Ago
Wrap proprenderer editor stuff in UNITY_EDITOR Try checking EditorApplication.isPlaying as well
3 Days Ago
removed another deeper nested duped IsValid check on the entity
3 Days Ago
pt_boat_turret_seat_angle_fix -> main
3 Days Ago
remove duplicated unity-null check in StorageFuelSystem, replaced with IsRealNull usage as GetFuelContainer ensures entityref returns a valid result or true null
3 Days Ago
Compile fix
3 Days Ago
merge from artist_pack_dlc 141826
3 Days Ago
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
3 Days Ago
Fixed large ligth up frame and small and large ornate frames not deployable on some wall grades
3 Days Ago
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
3 Days Ago
Updating skinning for grass underwear
3 Days Ago
Paintball Gun - added paintball ammo icon
3 Days Ago
Prevented NaN propagation within shadow sampling, as there was a case where the perspective divide would divide by zero
3 Days Ago
BBQ - updated rigged file with latest mesh, updated prefab
3 Days Ago
Merging from main to verify pipeline results
3 Days Ago
artistcanvas paintable source is now lod0 instead of parentgroup so not all lods are displaying in the paintscene
4 Days Ago
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4 Days Ago
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4 Days Ago
Fix crash from unclamped indices when batch fetching flow directions.
4 Days Ago
Merge from main
4 Days Ago
Merge from naval_update
4 Days Ago
Merge from main
4 Days Ago
Enlarge props_culled_base culling bounds on Y axis on all three oil rig feet, fixes junkpiles getting culled while players were standing on them (as they were just outside of the bounds) S2P all floating cities
4 Days Ago
Merge: from serverprofiler_codeapi - New: immediate mode profiling API for capturing specific regions of code. servervars to control it in "profile" group - Unit tests covering all new logic Tests: compile test + ran unit tests
4 Days Ago
Merge: from main
4 Days Ago
Update: update ServerProfiler.Core bins to Release - built on 2a311df Tests: ran all server profiler unit tests
4 Days Ago
Update: add profile.ImmediateModeEnabled feature flag - codegen + unit test Turns off all managed-side logic for new API Tests: ran unit tests
4 Days Ago
Update: introduce export interval (profile.ExportIntervalS, defaults to 30m) + ability to reset the interval (profile.ResetExportInterval) - codegen and extra unit tests Tests: unit tests
4 Days Ago
Bugfix: ProfileExporter.JSON can now export 0-frame main thread profiles Test: ran previously failing unit tests, checked their exported files - all's gud
4 Days Ago
Align terrain vertices with texel corner to match unity
4 Days Ago
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4 Days Ago
Update: immediate mode API improvements - debug windows binary built from 2a311dfb - ScopeRecorder automatically exports to json and cleans up recorder state - added RecordScopeIfSlow(..., TimeSpan, ...) API, same as above except exports only if there was a delay - updated unit tests since some scenarios are now impossible Need to fix export next, wrap it with a couple server vars and update to release bins - then it's done Tests: ran most of the unit tests (stress tests skipped as they would overflow with export tasks)
4 Days Ago
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Merge from artist_pack_dlc
4 Days Ago
Fix paintball impact effects being all fucked up
4 Days Ago
Suppress PropRenderer warning in builds
4 Days Ago
Update: ServerProfiler.Core - various improvements and fixes - debug windows binary from f50b4fc9 - change internal constants to be more sensible (assumed worker thread count 4 -> 32, max recorders 64 -> 16, max alloc 1GB -> 512MB) - bugfix for not cleaning up dead thread state when running immediate mode recording - MemoryPool no longer allocates from heap as a fallback when it's over capacity Think core lib is done enough for now, gonna move to finishing rust side Tests: ran unit tests
4 Days Ago
Update: add TextContextExhaustionTest - reduce TestDeferCleanup internal loop count to 8 from 16 (as was still possible to starve the pool) Tests: ran unit tests, pass (got local unsubmitte fixes)
4 Days Ago
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4 Days Ago
Update: add TestDeferCleanup test Works, but discovered that I forgot to clean up threads in ServerProfiler.Core, so I'm starving out the pool Tests: ran new test