134,005 Commits over 4,262 Days - 1.31cph!

3 Days Ago
merge from naval_update
3 Days Ago
Easel better camera icon, Hide viewmodels when using easel camera, fix hotkey for easel camera
3 Days Ago
Adding ipush door gesture for v4 rig
3 Days Ago
updated idle speed of blendtree
3 Days Ago
Tests: add perf tests for TraceRaysUnsorted and TraceAllUnordered(radius == 0) At 128 rays perf is same, at 8k we get 25% faster without water checks/41% faster with water. Need to profile deeper if we get more wins Tests: ran the new tests
3 Days Ago
m92 animation update export
3 Days Ago
merge from main
3 Days Ago
Burst the rest of buoyancy, now the batched version is 2-3x faster than the original. Still missing some edge cases but its functional for boats.
3 Days Ago
fixed viewmodel prefab issues
3 Days Ago
food box - game model, texture pass and lod pass, updated icon.
3 Days Ago
Clean: reorganize GamePhysics tests into Unit child class Prep for Perf unit tests. Tests: ran all relevant tests, discovered we forgot to implement 1 fully - chasing up separately
3 Days Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
3 Days Ago
Update: made GamePhysics.TraceRays return guaranteed nearest hits - added fast path for TraceRays with maxHits == 1 - Added tests for TraceRaysUnordered, rewrote test for TraceRays to be more thorough Tests: ran unit tests
3 Days Ago
- Reuse list buffer in water collision checks. - Add shared static accessor to TerrainMeta to access terrain position/size from burst. - Make more buoyancy native arrays persistent, reuse them. (temp job allocs seem a lot heavier than just temp allocs.) - Make GetFlowDirection easier to access from burst, not yet burst compiled - Burst compile GetBuoyancyWaterInfoBatched, temporarily remove deep underwater checks from it, we'll move deep water checks to a different code path. Things seem functional, but only slightly faster than the non batched version. A lot of terrain data access still isn't batched.
3 Days Ago
Krieg Backpack respose
3 Days Ago
exported latest paintball gun vm animations
3 Days Ago
fixed an issue where you couldn't actually do finely controlled modifications, moving the brush too slowly actually counted as not having moved the brush at all - significantly easier to make small modifications now and it feels more fluid
3 Days Ago
Gingerbread woman repose
3 Days Ago
paintball gun viewmodel - updated item name & description so it can be found - animator update
3 Days Ago
This can go I think
3 Days Ago
Fix snake not updating lifestory hits and animal kills Fix all new AI not updating lifestory hits
3 Days Ago
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
3 Days Ago
Gingerbread man repose
3 Days Ago
Fix cant start coroutine because object is inactive error
3 Days Ago
quickcraft_improvements -> main
3 Days Ago
Make the Autoturret idle animation run only on the client. This prevents turrets constantly sending network aim direction update packets constantly even when they have no target or are around no players Saves roughly 20KB/s for our big turret base save
3 Days Ago
merge from naval_update
3 Days Ago
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3 Days Ago
Couple test fixes
3 Days Ago
quick_craft_improvements -> main
3 Days Ago
Minor quick craft button cleanup
3 Days Ago
Opening Quick Craft down from 5.50ms to 3.39ms - Minor Cleanup
3 Days Ago
Taper the quick craft rebuild over a few frames with coroutines to half the workload
3 Days Ago
merge from main
3 Days Ago
merge from crosshair_button_release
3 Days Ago
Fix the crosshair preview buttons triggering on pressed instead of released
3 Days Ago
Merge from space_station_weapon_skin
3 Days Ago
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
3 Days Ago
Cherrypick from 139797
3 Days Ago
Cherrypick from 139793
3 Days Ago
Merge from main
3 Days Ago
Merge from naval_update
3 Days Ago
Added admire sounds to the salvaged axe
3 Days Ago
Convert seq_num uint → int
3 Days Ago
rebase on main
3 Days Ago
Merge from main
3 Days Ago
Merge from naval_update/industrial_optim
3 Days Ago
Formatting fixes
3 Days Ago
Rework buffer transfers, all tests now pass
4 Days Ago
Remove unused method PurchaseUpkeepTime(float)