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132,712 Commits over 4,293 Days - 1.29cph!

25 Days Ago
Add support for certain prefabs to bypass TestPlacingThroughRock()
25 Days Ago
Add a big cliff to CraggyIsland as all the old ones got nuked during the world update - put below the power lines so it's not floating anymore & gives us a place to test the bug
25 Days Ago
updated clip meta for 3p sitting in boat anims
25 Days Ago
updated rowboat Ik target
25 Days Ago
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25 Days Ago
Fix stackable skinnable items not being having the skin applied to the world model when the item stack is split - fixes grenade skins often not showing on the world model
25 Days Ago
updated feet and hand ik tragets on snowmobiles
25 Days Ago
updated ik hand targets on battering ram
25 Days Ago
Fix clothing not going into main inventory when hover alt looting clothing from chest -> player and backpack becomes full
25 Days Ago
Potential fix for bases decaying despite having upkeep on servers with high amount of building blocks - previously was only purchasing 10min of upkeep time, so if it took longer than 10min to check every building block it eventually would start to decay - needs testing
25 Days Ago
merge from main -> loaded_ammo_type_indicators
25 Days Ago
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25 Days Ago
merge from main
25 Days Ago
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25 Days Ago
merge from naval_update
25 Days Ago
Easel better camera icon, Hide viewmodels when using easel camera, fix hotkey for easel camera
25 Days Ago
Adding ipush door gesture for v4 rig
25 Days Ago
updated idle speed of blendtree
25 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
25 Days Ago
m92 animation update export
25 Days Ago
merge from main
25 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.
25 Days Ago
fixed viewmodel prefab issues
25 Days Ago
food box - game model, texture pass and lod pass, updated icon.
25 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
25 Days Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
25 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
25 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.
25 Days Ago
Krieg Backpack respose
25 Days Ago
exported latest paintball gun vm animations
25 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
25 Days Ago
Gingerbread woman repose
25 Days Ago
paintball gun viewmodel - updated item name & description so it can be found - animator update
25 Days Ago
This can go I think
25 Days Ago
Fix snake not updating lifestory hits and animal kills Fix all new AI not updating lifestory hits
25 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
25 Days Ago
Gingerbread man repose
25 Days Ago
Fix cant start coroutine because object is inactive error
25 Days Ago
quickcraft_improvements -> main
25 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
25 Days Ago
merge from naval_update
25 Days Ago
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25 Days Ago
Couple test fixes
25 Days Ago
quick_craft_improvements -> main
25 Days Ago
Minor quick craft button cleanup
25 Days Ago
Opening Quick Craft down from 5.50ms to 3.39ms - Minor Cleanup
25 Days Ago
Taper the quick craft rebuild over a few frames with coroutines to half the workload
25 Days Ago
merge from main
25 Days Ago
merge from crosshair_button_release
25 Days Ago
Fix the crosshair preview buttons triggering on pressed instead of released