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132,431 Commits over 4,262 Days - 1.29cph!

36 Minutes Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
45 Minutes Ago
Fixed boogie board LOD not marked as dynamic
47 Minutes Ago
Fixed every impact fx in the deep sea being sand
1 Hour Ago
Merge from oven_optim
1 Hour Ago
boatai_boxing_fix -> main
1 Hour Ago
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
1 Hour Ago
quick_craft_improvements -> main
1 Hour Ago
Phrases update
1 Hour Ago
Dont downcast list type when passing as an argument
1 Hour Ago
Compile fixes
1 Hour Ago
Merge from parent
1 Hour Ago
Merge from main
2 Hours Ago
fix pooled list leak for physics tumbling entity
2 Hours Ago
merge from loaded_ammo_type_indicators -> main
2 Hours Ago
merge from main
3 Hours Ago
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
4 Hours Ago
Fixed menu slider being set to an integer value (now float)
4 Hours Ago
Optim: TriggerParent.TickMode 1 - use cached water and ladder results in UsePlayerUpdateJobs 2 env - codegen This should allow us to skip ~30% of the overall runtime. Can be disabled via TriggerParent.UsePlayerV2Shortcuts 0 (defaults to 1) Tests: none, will check tomorrow once brain is fresh
4 Hours Ago
Menu scene changes (missed file)
4 Hours Ago
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on - Fixed the favouriting button not working (include it in the hash calculations) - Adjusted menu setting
4 Hours Ago
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks Microoptim, but why not Tests: none, trivial change
4 Hours Ago
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet Tests: none, trivial change
4 Hours Ago
Ruins B crate spawn fixes.
5 Hours Ago
Clean: remove a couple TODOs Was worried about a bug, but deeper scrutiny think the code is correct Tests: none, trivial change
5 Hours Ago
Fixed some ore floaters on 2 and 3.
5 Hours Ago
missed a file, apply position to IconWithCount
5 Hours Ago
re-enable mipmaps, fix opacity, polish placement
5 Hours Ago
Clean: refactor TriggerParent.ShouldParentEntitiesJobs - Added profiling scopes No functional changes. This makes data flow easier to track and manage, and helps visualizing stages in perf snapshots. Tests: built a long-boat in tickmode 1, spawend 6 players on it, went to edit mode and back, jumped on-and-off as it was moving
5 Hours Ago
Fixed a couple of overlapping spawns on 4. S2P
6 Hours Ago
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
Today
Bugfix: Add missing Native collection disposal in GamePhysics Audited all of GamePhysics, looks to be the only cases that slipped in Tests: unit tests + built a boat with tickmode 1
Today
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
Today
merge from naval_update
Today
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Today
exported latest paintaball gun vm anims
Today
merge from naval_update
Today
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Today
merge from fix_containerioentity_item_syncing -> main
Today
Fixed ContainerIOEntities not syncing inventories with item when picked up
Today
Clean: rip out tickmode 1 and 2, rename Jobs mode as tickmode 1 - codegen Out of all versions it's fastest, so only going to continue with it vs baseline 0 Tests: compiles
Reintroduced inventory.quickcraftdelay This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks. Added a menu item, so its adjustable not just with a convar
Today
Merge: from main
main -> quick_craft_improvements
Today
Flame turret code cleanup
Today
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Today
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Today
merge from linerenderer_lod_fix
Today
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time Fixes invisible string lights wires
Today
changes on salvaged axe deploy sound
Today
Only use the nearest planeFitPoint to the shore when determining if beached or not