134,347 Commits over 4,293 Days - 1.30cph!

20 Days Ago
fixed viewmodel prefab issues
20 Days Ago
food box - game model, texture pass and lod pass, updated icon.
20 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
20 Days Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
20 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
20 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.
20 Days Ago
Krieg Backpack respose
20 Days Ago
exported latest paintball gun vm animations
20 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
20 Days Ago
Gingerbread woman repose
20 Days Ago
paintball gun viewmodel - updated item name & description so it can be found - animator update
20 Days Ago
This can go I think
20 Days Ago
Fix snake not updating lifestory hits and animal kills Fix all new AI not updating lifestory hits
20 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
20 Days Ago
Gingerbread man repose
21 Days Ago
Fix cant start coroutine because object is inactive error
21 Days Ago
quickcraft_improvements -> main
21 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
21 Days Ago
merge from naval_update
21 Days Ago
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21 Days Ago
Couple test fixes
21 Days Ago
quick_craft_improvements -> main
21 Days Ago
Minor quick craft button cleanup
21 Days Ago
Opening Quick Craft down from 5.50ms to 3.39ms - Minor Cleanup
21 Days Ago
Taper the quick craft rebuild over a few frames with coroutines to half the workload
21 Days Ago
merge from main
21 Days Ago
merge from crosshair_button_release
21 Days Ago
Fix the crosshair preview buttons triggering on pressed instead of released
21 Days Ago
Merge from space_station_weapon_skin
21 Days Ago
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
21 Days Ago
Cherrypick from 139797
21 Days Ago
Cherrypick from 139793
21 Days Ago
Merge from main
21 Days Ago
Merge from naval_update
21 Days Ago
Added admire sounds to the salvaged axe
21 Days Ago
Convert seq_num uint → int
21 Days Ago
rebase on main
21 Days Ago
Merge from main
21 Days Ago
Merge from naval_update/industrial_optim
21 Days Ago
Formatting fixes
21 Days Ago
Rework buffer transfers, all tests now pass
21 Days Ago
Remove unused method PurchaseUpkeepTime(float)
21 Days Ago
Fixed a bunch of tests, buffer transfers still failing
21 Days Ago
merge from solarpanel_tests
21 Days Ago
Added solar panel tests Minor SolarPanel class cleanup
21 Days Ago
Merge from naval_update
21 Days Ago
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
21 Days Ago
merge from fix_console_thread_cancel -> main
21 Days Ago
Potential fix for multiple console logging threads running at the same time, causing formatting issues - cancel the CancellationTokenSource inside Enable() incase it gets called twice (editor only probably) - cancel the CancellationTokenSource inside Disable() before unsubscribing from the callback
21 Days Ago
Add debris to roof & triangle roofs - show debris locations in DrawGizmosSelected()