reporust_rebootcancel

111,832 Commits over 3,928 Days - 1.19cph!

4 Months Ago
Bugfix: Avoid tracking allocations from Setup/Cleanup This fixes the bug that was invalidating measurement tracking. That said, this causes a perf regression because ExecuteSingleIteration is slow - will fix in next CL. Tests: Observed a reduction in allocation calls for Pool perf test (but not to 0, as it's picking up allocations from GC.Collect)
4 Months Ago
New: Adding PoolTests allocation perf test Estimates the allocation speed compared to basic heap alloc when we have full capacity available. This is just for perf testing package validation(revealed 2 bugs). Tests: ran it and validated results in the Test Report window
4 Months Ago
Add: Adding Performance Test Framework(v3.0.3) as a source package While evaluating I discovered a couple issues, so will be patching it over time Tests: wrote a pool perf test, it ran
4 Months Ago
world_update_2/logpile_fixes -> world_update_2
4 Months Ago
Rebalanced wood pile to 1k with hatchet
4 Months Ago
- █▉▉▍█▍▄▊ ▅▌▇▊▄█▄ ▉▆▆▋▋ ▆▍ ▇▉▄▄▇▅▉▇▄█▅▋▇▄ █▄█▄ ▉ █▇█▍▅▅▊ + ▄█▍▅▋▅▍█▅▍ ▌█ ▊ ▌▅▌▋▍▉ ▇▅▄▄▆▌▊▆▌▊▌▊▍ - ▌▊▅ ▄▇▍▊▍ ▋▌▌ █▆▍█▊▇█ '▊▄▉▌▉▄' (█▊▆▄▍▄▌)
4 Months Ago
Fixed Jackhammer causing RPC Error when used on legacy wood piles
4 Months Ago
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4 Months Ago
merge from main - rc
4 Months Ago
fixed bird shit decal projecting on decal layer0
4 Months Ago
Heli Error Spam Fix -> Main
4 Months Ago
Revert heli dynamic height Should prevent error spam
4 Months Ago
world_update_2 -> Aux2
4 Months Ago
world_update_2/radioactive_water -> world_update_2
4 Months Ago
Fixed server build error
4 Months Ago
world_update_2 -> Aux2
4 Months Ago
Merge radioactive_water -> world_update_2
5 Months Ago
▍▊ ▊▊█ █▄▉▋ ▉▊▄'▆▄ ▄▄▌ ▌▆▄▊▄▍▊ ▅▅ ▅ ▋▍▆▊ ▅▅▆▇▅ ▌█▄ ▋▆▌ ▌▆██▇▇▄▌ ▉▄▆▄▍▍, ▊▄▉▆ "▇▇▉▉▌█ ▍▄▊▌▅ █▌ █▌▋▅ ▋▅▊▌" ▋▊▅▊ ▊▍▄▆█ █▌▌ ▋▇▌▆▇ █▍ ▉▆▊▅▊▅▆▋▆▅▋▍▌ ▍█▉ ▊█▍▆▉ ▍▋ ▆▇▆▉▅, ▅▍▉▋▇▆▄▉ ▅▉█ █▇ ▅▋▅▊▉▄ ▍▆▋▆▌█▆█▉▉█ ▌█▉▄▊▇ ▊▍▊▊▌▌ █▅▍█▌
5 Months Ago
█▇▍ █▄▊▊▄▊▅▌▆▉▉_▇▇█▆▅ ▊▉▋▋▆▄ ▉▆ ▅▋▇▇▌▋ ▅▄▅▄▋ ▌▅█▉
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▍▄▆▆ ▉▋▅▉ █▋ ▅▉▌▄ ▊▋▄▊▅▆ ▇▉▊ ▍▍▌█▉█▉▍ ▊▇▅▊▄▆▄▊▉ ▊▇▋▍▇▋ ▊▇▌▉ ▇▅▋▊▉▇█▇▆ "▊▇▊▅ ▌▌ ▉▆▋▇▉" ▉▍▍▉▉ (▄▌▊▉ ▅▆▄▊▌)
5 Months Ago
▇▋▉▍▅ ▌▋▄▇ ▇█▋▆
5 Months Ago
Added --main container too
5 Months Ago
Merge: from main Tests: built all modes in editor
5 Months Ago
Update: document and test StringView.IndexOf Tests: ran the new unit tests
5 Months Ago
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5 Months Ago
Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
5 Months Ago
Streamline wolf interruption behaviour, assign target upon hearing noise
5 Months Ago
Polish and budget NPC hearing, reduce charge range
5 Months Ago
Radtown no build increased Dropzone position change S2P
5 Months Ago
softened canyon_a pinch
5 Months Ago
removed hurt volume from the frontier gate
5 Months Ago
fixed offsets in the frontier gate prefab setup renderer lod on the frontier wall variants
5 Months Ago
WIP editor for TweakUIPresetSelect for easier editing of preset blocks
5 Months Ago
merge from main -RC
5 Months Ago
Applied new changes to ak for testing
5 Months Ago
Exposed support for IK hint on left hand
5 Months Ago
Simplified editing process, eliminated a few button presses
5 Months Ago
Military tunnels S2P
5 Months Ago
Arctic base S2P
5 Months Ago
Similarly, increased the player check radius on BaseSpawnPoint from hard-coded 2m to 10m. Added OnDrawGizmos to BaseSpawnPoint to visualise the radius. Due to how this is implemented, RadialSpawnPoint now uses 10m by default as well, but I've increased it to 20m manually for all scientist spawns. 10m is probably a better default anyway since we use the same spawn script for barrels etc as well.
5 Months Ago
Added playerCheckMargin as an additional margin around the spawn radius for human player checks in RadialSpawnPoint. New default value is 20m. Previously this used a const of 1m, so this does significantly change the behaviour of all existing RadialSpawnPoint users, but it prevents NPCs spawning closely to players.
5 Months Ago
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
5 Months Ago
More robust code for RefreshLockState
5 Months Ago
Hopefully fixed modular car code lock showing green light instead of the intended red after moving out of network range and back
5 Months Ago
Update model components, disable deprecated stuff
5 Months Ago
Updated aim data
5 Months Ago
Fix conflicting right hand aim
5 Months Ago
Parent merge