133,958 Commits over 4,262 Days - 1.31cph!

53 Minutes Ago
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1 Hour Ago
merge from main
2 Hours Ago
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2 Hours Ago
merge from naval_update
2 Hours Ago
Easel better camera icon, Hide viewmodels when using easel camera, fix hotkey for easel camera
3 Hours Ago
Adding ipush door gesture for v4 rig
3 Hours Ago
updated idle speed of blendtree
3 Hours 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
3 Hours Ago
m92 animation update export
3 Hours Ago
merge from main
3 Hours 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.
3 Hours Ago
fixed viewmodel prefab issues
3 Hours Ago
food box - game model, texture pass and lod pass, updated icon.
4 Hours 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
4 Hours Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
4 Hours 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
4 Hours 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.
4 Hours Ago
Krieg Backpack respose
4 Hours Ago
exported latest paintball gun vm animations
4 Hours 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
5 Hours Ago
Gingerbread woman repose
5 Hours Ago
paintball gun viewmodel - updated item name & description so it can be found - animator update
5 Hours Ago
This can go I think
5 Hours Ago
Fix snake not updating lifestory hits and animal kills Fix all new AI not updating lifestory hits
5 Hours Ago
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
5 Hours Ago
Gingerbread man repose
Fix cant start coroutine because object is inactive error
quickcraft_improvements -> main
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
Today
merge from naval_update
Today
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Today
Couple test fixes
quick_craft_improvements -> main
Minor quick craft button cleanup
Opening Quick Craft down from 5.50ms to 3.39ms - Minor Cleanup
Taper the quick craft rebuild over a few frames with coroutines to half the workload
Today
merge from main
Today
merge from crosshair_button_release
Today
Fix the crosshair preview buttons triggering on pressed instead of released
Merge from space_station_weapon_skin
Today
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
Cherrypick from 139797
Cherrypick from 139793
Merge from main
Today
Merge from naval_update
Today
Added admire sounds to the salvaged axe
Today
Convert seq_num uint → int
Today
rebase on main
Today
Merge from main
Today
Merge from naval_update/industrial_optim