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136,655 Commits over 4,324 Days - 1.32cph!

12 Months Ago
Merge from Snakes
12 Months Ago
Todo
12 Months Ago
Clean: last ReadOnly added Tests: unit tests
12 Months Ago
Clean: the ReadOnly crusade is almost over Tests: unit tests
12 Months Ago
Codegen
12 Months Ago
manifest
12 Months Ago
Clean: moar ReadOnly Tests: ran unit tests
12 Months Ago
Merge from snakes/mfju (merging from jungle update fix branch)
12 Months Ago
Merge from jungle_update
12 Months Ago
Fix a missed line when manually merging Modifier.cs
12 Months Ago
Clean: a lil more ReadOnly Tests: unit tests
12 Months Ago
Clean: more ReadOnly usage Tests: ran unit tests
12 Months Ago
water desal tanks update LOD0 and texture pass.
12 Months Ago
Merge from jungle_update
12 Months Ago
Optim: GetWaterFactors is converted to indirect style throughout - Added an edge case to all tests to validate correct bounds operation(spotted a bug I recently added) This is last optim I'll be pursuing - 10k points test now runs at ~6ms compared to 28ms serial mode. Next up is to add a couple more benchmarks and go through todo cleanup. Tests: ran unit tests and played back staging demo twice
12 Months Ago
Some stop distance thresholding
12 Months Ago
add file prefix and ray setback settings, ui cleanup
12 Months Ago
Got the boomerang doing a little curve a few seconds after throwing
12 Months Ago
merge from main
12 Months Ago
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12 Months Ago
Added more working weapons to v4 loadout + ammo
12 Months Ago
updated slight model offset in rock entity
12 Months Ago
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
12 Months Ago
merge from main
12 Months Ago
Kill the boomerang properly on hit
12 Months Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
12 Months Ago
Boomerang rotation now based on its speed
12 Months Ago
fix indices > 16 bits, allow null materials (omits submesh)
12 Months Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
12 Months Ago
anim fixes for lr300
12 Months Ago
Get proper hit material from ray
12 Months Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
12 Months Ago
merge from premium_servers
12 Months Ago
Update: converting GetWaterLevels to indirect form - Like previous CL, operates on an internal forward dummy range - sprinkled ReadOnly accessors in prep for clean up Time to start bridging the indices across the calls. Tests: unit tests
12 Months Ago
main -> boomerang
12 Months Ago
bee_rebalance -> main
12 Months Ago
Balance multiswarm damage
12 Months Ago
Update hit animation frame range to remove double swing
12 Months Ago
Update: converting GetWaterInfos to indirect form - Not propagating indirection params yet - running on dummy forward range - Sprinkled ReadOnly usage in prep for cleanup Tests: ran unit tests
12 Months Ago
Working rebalance for single swarm attacks
12 Months Ago
Merge from blowpipe
12 Months Ago
Ensured time since spawned swarm is set on init properly
12 Months Ago
12 Months Ago
Update: make GetWaterFactors internal NativeArrays persistent Tests: unit tests
12 Months Ago
Fixed another bug with master swarm spawning multiple at once (this time in general and not in editor)
12 Months Ago
Fix editor spawning two bee swarms at once
12 Months Ago
Optim: prepare params for WAterLevel.GetWaterInfos using a burst job Helps shrink the managed loop, and gives us minor savings - about 0.5ms for 10k case. Also prepares us last indirect conversion. Tests: ran unit tests Tests:
12 Months Ago
fixes for shake from deploy to idle on ak
12 Months Ago
weapon updates
12 Months Ago
Optim: GetWaterFactors now maintains a stable transform cache - We now use a burst job to gather transform info for all players (ends up being fast enough to not care) - Updated perf test to count for a "warmup" run, since we incrementally build the transform cache Previous updates slowed down code from 9ms to 12ms, this optim brings us back to ~7ms for 10k cases and enables more optims Tests: unit tests