reporust_rebootcancel

134,070 Commits over 4,293 Days - 1.30cph!

20 Days Ago
merge from main -> fix_foundation_clipping_rocks
20 Days Ago
Clean: remove TriggerParentDelayedExit.allow_tick_skipping support - codegen Originally was an optim, but discovered that I had a bug that always stayed disabled. If we need it, I'll reimplement it for TickMode 1 Tests: compiles
20 Days Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
20 Days Ago
Update: Tickmode 1 - add allowtriggersleeping optim killswitch - codegen Tests: built a boat, set tickmode 1, checked in profiler what runs. set AllowTriggerSleeping 0, checked profiler - it started running queries
20 Days Ago
edited flashlight update vm anims
20 Days Ago
Optim: TickMode 1 - allow triggers to sleep if they don't move on specific axis and internal entities also don't move on specific axis - took out internals of BaseEntity.HasMovedInLS to BaseEntity.ComparePos(Vec3 from, to) - Player Boats now set interest in XZ when alive, XYZ when sinking - Buildfix for SERVER only code (whoops) This brings 100 boat test to 0.25ms (down from 1.6ms, -85%), or down from 3.1ms, -92% from TickMode 0 Tests: built a boat, set tickmode 1, jumped on and off - got unparented. turned on the engine, jumped off - got unparented once in the water. noclipped above with engine on - got unparented after a delay. Spawned 100 boats.
20 Days Ago
merge from main
20 Days Ago
Bunch of GC fixes for the boat building UI now it's not just for debugging...
20 Days Ago
Deep sea portals aren't killed anymore when the deep sea is closed. Prevents players from sailing past the collider backing. Aslo keeps the buoys active at all time
20 Days Ago
Update: BaseEntity now remember it's last LS position and can report on which axis it has moved - added unit test for it Needed for upcoming parent trigger optim Tests: ran unit test
20 Days Ago
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20 Days Ago
Merge from main
20 Days Ago
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20 Days Ago
Added a UV channel selector drop down for the detail normal map on the StandardWithDecal shader. Also renamed Decal Bump Map Scale to Decal Bump Map Intensity
20 Days Ago
gesture animation updates and blowpipe adjustments
20 Days Ago
Remove unused client-only audio syncvar incase it's messing with the syncvars (steering wheel visual issue)
20 Days Ago
Some code cleanup
20 Days Ago
merge from naval_update
20 Days Ago
meta deleted
20 Days Ago
merge from main
20 Days Ago
Merge from main
20 Days Ago
Added inflated normal bias based on normal recontruction from depth
20 Days Ago
Merge from main
20 Days Ago
Merge from main
20 Days Ago
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
20 Days Ago
Possible refactor of how we handle finding Splashable entities for the sprinkler Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats) Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
20 Days Ago
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20 Days Ago
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
20 Days Ago
merge from fix_foundation_clipping_rocks -> main
20 Days Ago
Fix bunch of compile errors from antihack "is inside rock" being ran on the client now - made the relevant antihack convars replicated
20 Days Ago
merge from clearinventory_clothingchanged_fix
20 Days Ago
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20 Days Ago
Emission texture & mat for the deep sea buoy.
20 Days Ago
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
20 Days Ago
merge from custom_icon_pooling_fix
20 Days Ago
Fixed a pooling bug with custom item icons
20 Days Ago
Re-apply SocketMod_TerrainCheck changes manually after merge from main Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
21 Days Ago
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21 Days Ago
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
21 Days Ago
Fixed slightly floating crate on docks
21 Days Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
21 Days Ago
merge from main -> fix_foundation_clipping_rocks
21 Days Ago
Add god rock & anvil rock on the separate island on craggy for testing purposes
21 Days Ago
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21 Days Ago
travelling_vendor_spawn_prechecks -> main
21 Days Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
21 Days Ago
Hooked up missing canvas materials
21 Days Ago
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21 Days Ago
codegen
21 Days Ago
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented