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126,678 Commits over 4,109 Days - 1.28cph!

2 Months Ago
Bugfix: fix missing callstacks - Updated binary that contains the fix internally to 6440ec7 (still hardcoded to always capture callstacks) - was due to ABI missmatch - Updated continuous profiler unit test to check for AllocsWithStack and a bit of the data set - Partially updated ProfileExporter, and definitelly borked ProfilerBinViewer Got updated overhead numbers - always capturing a callstack leads to 9micros per allocation cost(even though inflated due to tests adding 38 calls per alloc). Tests: unit tests + perf test
2 Months Ago
Remove corner pieces
2 Months Ago
Allow chatting while using a computer station Fix chat immediately reopening sometimes (when in the computer station?) Remove some allocations related to closing the chat input and input within dialogs
2 Months Ago
Triangle hull and wall test pieces.
2 Months Ago
Added wallpaper to all foundation and floor prefabs
2 Months Ago
Merge from main
2 Months Ago
Update: initial stack gathering support for allocs in Continuous mode - using release libs based on d48bcf49, with hardcoded stack gathering for now Somehow it's 15% faster than mono_get_last_method, which doesn't make sense - need to update the exporter to figure out what's being generated. Tests: none Profiling shows
2 Months Ago
Fixed bullet blood not playing on awake. Fixed its missing material Made warmup counts consistent between blood impact types. (35 for bullet, 5 for melee)
2 Months Ago
▋▌▄▍▊▋▇▄▆_▆▇▉_▇▋▆▋▊▆▌_▄▇▇▉█▅▄▋▅ -> ▇▋▉▍
2 Months Ago
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2 Months Ago
Subtractive merge (120559 & 120558)
2 Months Ago
replaced the vine mesh with an updated version on viewmodel vine rig
2 Months Ago
World changes
3 Months Ago
High quality compression settings
3 Months Ago
Fixed a null ref caused by the indirect lighting diffuse texture being missing for the first frame of rendering the environment volume pass
3 Months Ago
Made waterworld for testing
3 Months Ago
Merge from indirect_lighting_fixes
3 Months Ago
main ➡️ naval_update
3 Months Ago
Hull_square test
3 Months Ago
Merge from indirect_lighting_fixes
3 Months Ago
Merge from main
3 Months Ago
Remade is broken icon Old one was looking super low res with higher monitor resolutions
3 Months Ago
merge from main
3 Months Ago
Fixed skin rendering issues in darkest environment volumes by correcting the deferred indirect lighting render targets' formats
3 Months Ago
3 Months Ago
Add a separate boat planner for now.
3 Months Ago
Fixed the sound trigger of bromeliad_dry_a being set to the wrong layer and preventing item pickup
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
Update jungle emote image
3 Months Ago
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3 Months Ago
merge from main
3 Months Ago
Test: adding an profiler-allocation overhead estimate test - Switched to relase binaries of d340789f Without profiler recording, allocs cost us ~0.3micros, with recording it costs 1micro. Next will see if we can afford gathering full callstacks for each alloc. Tests: unit tests
3 Months Ago
Ensure jungle waterhole is not a viable crash site for the helicopter Ensure all Lakes/Oasis don't allow heli crash MonumentInfo 'AllowPatrolHeliCrash' is set to default to false - prevents this happeneing in the future
3 Months Ago
Some minor fixes Experimenting with different queue implementation
3 Months Ago
Merge from /main
3 Months Ago
Merge from: main Tests: none (no conflicts)
3 Months Ago
Bugfix: NotSupportedException when trying to use NetWrite.Read - Fixed by going directly via underlying buffer of NetRead/NetWrite - Removed generic Stream call path for recording of packets Tests: ran a server-side client demo recording in editor - before exceptions, now clean
3 Months Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
3 Months Ago
update half height shelve name
3 Months Ago
Fixed duplicated bones in horse skeleton properties, causing duplicate bone id warnings when damaging a horse for the first time
3 Months Ago
fixed radiation dart feathers clipping through the hand - update to fbx
3 Months Ago
Update: Continuous profiling that only captures allocations (for now) - using debug binaries built from d340789f, it triggers a snapshot every 3rd frame for testing - added a test to validate the loop of capture-and-resume - Native.StartRecording -> Native.TakeSnapshot Pretty barebones for now, need to profile callstack gathering to see how expensive it is for continuous profiling. Tests: unit test
3 Months Ago
fix sigil wallpaper
3 Months Ago
Fix: Add "vine" to texture streaming exclude patterns.
3 Months Ago
caves S2P
3 Months Ago
fixed occurences of light leaking in cave segments prefabs set cave glow worms to world layer turned on fade on cave pointlights and a slight increase in drawing radius to fix long corridors popping
3 Months Ago
update variants number
3 Months Ago
Removed model component from all deployable corpse prefabs, not needed Fixes some missing string warning when repairing them
3 Months Ago
merge from main