reporust_rebootcancel

133,789 Commits over 4,293 Days - 1.30cph!

11 Months Ago
merge from naturalbeefix
11 Months Ago
merge from tea_consumable_info
11 Months Ago
merge from ocean-render-fix
11 Months Ago
merged from Item_Descriptions_update
11 Months Ago
merge from hv_explosion_sound
11 Months Ago
little zigg update - WIP
11 Months Ago
Clean: adding ext to safely clean-up NativeReference Tests: ran unit tests
11 Months Ago
incapacitate and scatter dart icons
11 Months Ago
incapitate worldmodel, LODs and prefab.
11 Months Ago
adjusted sunken knife icon to same position of combat knife for consistency plugged in viewmodel so it's all working
11 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
11 Months Ago
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle improved terrain blend texture
11 Months Ago
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11 Months Ago
further normal map progress, output directory saving
11 Months Ago
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11 Months Ago
Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
11 Months Ago
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
11 Months Ago
Add profiling
11 Months Ago
Remove the previous 160 hard coded item view limit
11 Months Ago
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
11 Months Ago
Unsaved
11 Months Ago
Better vine visual rotation handling, use burst cloth for now
11 Months Ago
Baseline
11 Months Ago
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
11 Months Ago
Rough process for preventing multiple vines from overlapping when parked
11 Months Ago
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11 Months Ago
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
11 Months Ago
Merge from main
11 Months Ago
Bugfix: don't leak WaterLevel's persistent allocations Currently only allocating on Server, since no other code actively relies on this. Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
11 Months Ago
update manifest for icon
11 Months Ago
viewmodel prefab setup
11 Months Ago
adjusted sunken knife icon updated prefabs
11 Months Ago
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11 Months Ago
bee_ux_improvements -> main
11 Months Ago
Bow setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_bow anims - tweaked 3p anims so fingers place correctly on string at rest and when aiming
11 Months Ago
missing files
11 Months Ago
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
11 Months Ago
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
11 Months Ago
Optim: use persistent buffers inside GetWaterInfos - Still have a TODO on managing their lifecycle - imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in) Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims. Tests: ran unit tests
11 Months Ago
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
11 Months Ago
Optim: replace WaterInfo resolving amnaged loop with a Burst job 1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms) Tests: ran unit tests
11 Months Ago
Optim: use Burst jobs to process results from GetIgnore entity heads Only one managed loop left Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
11 Months Ago
Clean: replace a magic number with a named constant Tests: unit tests
11 Months Ago
Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
11 Months Ago
revert_project_file -> main
11 Months Ago
Correct one
11 Months Ago
11 Months Ago
Optim: recache water heights from WaterVolumes using a Burst job - also fixes a bug with invalid indexing that I introduced earlier today Tests: unit tests
11 Months Ago
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