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135,527 Commits over 4,324 Days - 1.31cph!

60 Days Ago
Only check against other hull blocks, not all blocks. Don't run UpdateSplashFx at all on non hull blocks. 1.85ms to 0.65ms in a quick test with 6 simple boats. Stiil seems to function ok.
60 Days Ago
setup lr300 space animations for player update
60 Days Ago
added knife throw movement sounds
60 Days Ago
Additional profiling for boat water effects
60 Days Ago
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60 Days Ago
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60 Days Ago
Merge: from analytics_std_dev_fix - Bugfix: fix for invalid std_dev calculation Tests: none, trivial change
60 Days Ago
Update: always record high and low percentile telemetry for non-game mode It's a smidge more data, but makes building dashboards easier Tests: none, trivial change
60 Days Ago
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number Tests: none, trivial change
60 Days Ago
Balanced darkness of metals in scrap component box
60 Days Ago
Testing re-adding rendererbatch to boat pieces
60 Days Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: shooting a weapon can cause NREs on the client Tests: shot in the sky with a bunch of bursts - no NREs
60 Days Ago
Bugfix: VerifyRays - avoid trying to read hit array outside of working area I asssumed we always call it with tightly-sized arrays, but it's not the case on client Tests: shot in the sky with a couple bursts - no NREs
60 Days Ago
M92 weapon refresh anim updates
60 Days Ago
Reduced workcart train cockpit canvas LOD distance Also disabled it by default so its not always enabled until someone turn the engine on and off
60 Days Ago
merge from workcart_canvas_fix
60 Days Ago
Updated textures and model for scrap component box
60 Days Ago
merge from shotguntrap_optims/tests
60 Days Ago
merge from shotguntrap_optims
60 Days Ago
Fix server build
60 Days Ago
rebase on main
60 Days Ago
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
60 Days Ago
wood box - prefab tweaks
60 Days Ago
* Renamed TransformMemory to MotionList (as it should be) * Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment. * Fixed exception caused by removing elements from the set while iterating
2 Months Ago
Use negative handles for fallback memory
2 Months Ago
wood box - added greybox model, prefab initialization, item created, temp icon created, manifest updated, icon manifest updated, localization updated.
2 Months Ago
Remove InstanceHandle and use a simple integer instead
2 Months Ago
* Added generic NativeMultiList to replace InstanceHandleList (WIP) * Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num * Simplified MotionList add/removal procedures to HashSet operations * Cleared up function naming in BaseEntity.Client.Motion.cs * Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop * Removed IMotionParent interface because it caused more confusion than anything else * Correctly dispose of the hash set storing child instances when an entity is destroyed
2 Months Ago
Gun trap building privilege tests
2 Months Ago
Fix instance offsets, and LOD border calculations when using some LOD distance values Add debug validation toggle to system Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
2 Months Ago
Added AssertTrueForDuration custom yield instruction
2 Months Ago
Added some shotgun trap tests
2 Months Ago
syncvar_autosave_trimming -> main
2 Months Ago
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars Wasn't an issue before but we are getting more and more syncvars so its worth it now
2 Months Ago
auto_populate_entitylist -> main
2 Months Ago
Compile fix
2 Months Ago
auto_populate_entitylist -> main
2 Months Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
2 Months Ago
Add convar for painting autosave timer duration
2 Months Ago
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
2 Months Ago
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2 Months Ago
Restored the CanFire check
2 Months Ago
Code cleanup while im here
2 Months Ago
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2 Months Ago
merge from commandblock_tests
2 Months Ago
Swap some expected's and actual's in TestHBHFSensor
2 Months Ago
Apply fixes from Flaviens shelf, regenerate testlist
2 Months Ago
added new sounds for knife admire acrtion
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Optim: improve performance of GamePhysics.TraceRays family of queries - Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
2 Months Ago
merge from main