userGriglercancel
reporust_rebootcancel

1,872 Commits over 883 Days - 0.09cph!

3 Hours Ago
extended triangular prism splash damage bounds to grills and triangle hatches as well - slight adjustment to trianglular hatch bounds
Today
first pass on improvements - improved push/pull that actuall feels like it's pushing and pulling, much more intutive - mirror mode for X/Z/XZ
Today
refactor deploy guide IO to use an interface instead of a type-explicit retrieval
Yesterday
Setup IceSculpture IO as a subentity - removed dead BaseSculpture protobuf declaration, nothing used it as syncvars were better
Yesterday
█▊ ▇███▌▆ ▊▍▅█▉ ▆▄▆▉█ █▍ ▇▇▄▋▌▍ ▍▌▌█▊
4 Days Ago
1st pass of erosion improvements - fixed various issues with erosion implementation and retuned to give better but similar results to previous - new erosion splat map implementation based on soil removal, tuned per-biome
8 Days Ago
testing setup
11 Days Ago
merge from fsm_optim
12 Days Ago
reduced SenseComponent overhead by about half - only gather eye information once per tick rather than per entity - reduced redundant calls into CanTarget
12 Days Ago
re-order and split checks in Trans_HasThreatTarget so that female livestock don't run any targeting checks, large part of idle fsm cost
13 Days Ago
merge from boat_test_cleanup
13 Days Ago
switched fixed wait to polling with timeout, takes 2s off another test
13 Days Ago
removed most low-quality playerboat tests from CI, fixed small bug in one
14 Days Ago
▌ ▄▋▆▍▉▅█▆▋ ▇▇▊▅▌▆▄ ▉▌▅▅ ▌▌▌▅▄▋▆▋▌ ▄▇▋█▍▆▄▄▄▄▄▉▊▋▍▆▆▅▌ ▇▇▋▉ ▅▆▍▆▍ ▅▌▌▌▋ █▋▄▊ ▆ ▆▊▅▍▉▌ ▄▊ ▆ ▄▌▍▌▊ ██▉▇▋▉▅ ▍▍▅▍ ▅▆▅ ▌▆▄▌▊▍▍ ▆▅▇ ▅▋▅▊▋▅▄▅▄▅ █▆ ▌▇▆▄▄▆▊▄ ▍█▉▍▌▍▄ ▄▆
15 Days Ago
merge from main
15 Days Ago
merge from parent
18 Days Ago
3-solver mixed-BC setup on plague hazmat for testing
18 Days Ago
debug tooling-
18 Days Ago
first pass, experimenting
19 Days Ago
Renaming and retuning
19 Days Ago
setup plague hazmat skin targets
19 Days Ago
merge from PlagueHazmat_Improvements
19 Days Ago
wip procedural animation-target skin constraint
19 Days Ago
merge from main
20 Days Ago
merge from modulator_as_struct
21 Days Ago
replaced soundpooling for a readonly struct modulator, avoids all allocs and doesn't change any of the usage
21 Days Ago
fixed jenkinsfile using wrong param name for slack channels
22 Days Ago
merge from pipe_mesh_optim
22 Days Ago
compile fix
22 Days Ago
merge from pipe_mesh_optim
22 Days Ago
moved pipe mesh generation to use the MeshData native interfaces, including port of tangent calculation - virtually 0 main-thread cost now, almost all of the work is done on job threads
22 Days Ago
merge from bone_retarget_optim
22 Days Ago
pre-initialize found bones array with the extra bones that have already been moved as part of DoBoneRetargeting to avoid pointlessly recursive searching for them - much more impactful for things like hazmat skins that have a lot of extra bones for skirts - ~0.3ms now for BoneRetarget
22 Days Ago
revert accidental cloth asset change
22 Days Ago
optim bone retarget, cache the found bones on the first lod's search so following lods can just read the cache directly ~6.5ms -> ~1ms
26 Days Ago
merge from triangle_block_isvisible_fix - stops splash damage being applied to triangle floors and frames through walls in some cases
26 Days Ago
▌ ▇▉▍▊▍▊▍▅ ▌▆▍█ ▅▉ ██▊ ▆▍▅▍▆▊▍▍ █▇▊█▋▄▅▅▉▉█ ▆▊▋▋ ▍▆▋▅ ▅▊▆▋▉▋▇▉▇ ▍▍▄ ▌▍▊█▆▆▊▄▅▌▇ ▊▄ ▄▆▄▉▅▅▋▉ ▉▋▇▆▊▅▋██▌ ▅▉█ ▊▆ ▍▆█▊▉▊ ▍▇▆ ▉▊██▇▄▆▋▆█ ▆▆▇▅ ▊▅▌▊
26 Days Ago
enable for triangle frames and foundations as well
26 Days Ago
simplified 3-triangle closest point test to a single triangle for XZ and then clamping Y to the prismatic extents, more accurate and cheaper
26 Days Ago
merge from main
26 Days Ago
stronger recursion checks
27 Days Ago
aliases show in console autocomplete results
27 Days Ago
added `alias` command that works the same as input.bind but with a custom command name instead
27 Days Ago
corrected simulation space not being handled by held items
27 Days Ago
don't gather colliders if collision is disabled
28 Days Ago
various BC improvements - collision as proper capsules again - colliders interpolate for sub-steps - fixed accumulator issue that would appear after a big spike frame - fixed issue with simulation space not actually being a simulation space
28 Days Ago
▊ ▇▋▄▇▌▆▉▄▅█▊ ▍▇▌▊▌ ▍▋▄▉▌▍▅ ▉▊▌
28 Days Ago
▋ █▅▄▌ ▉▍▍█▊▉▄▄▊▅▉ ▆▅▄██ ▌▊▌▉▇
28 Days Ago
▉ ▍▋██▄▉▌▍▆▊▊▋▇▋▄▅▋▋▌ ▌▍▉▊▇ ▊▅▆▅▋▇▇ ▍▋▋ ▄▊▍ ▆▊▉▅▅▉▋▆▊▉ ▌▊▆▋▌▆ ▄▊▇▅ ▄▋▍▆▋▆▍▇ ▊▄ ▊▊█ ▆█▄▆▊▋▄▌▄ ▄▊▇ █ █▉█▋▋▅ ▊▉▌▉▋ ▆█▌▊█▊