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134,006 Commits over 4,293 Days - 1.30cph!

10 Months Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
10 Months Ago
bear_rug_deploy -> main
10 Months Ago
Apply the same recent rug deployment improvements to the bear rug
10 Months Ago
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs. Tests: ran relevant unit tests
10 Months Ago
leap attack animator setup
10 Months Ago
Added final COL and LODs for big zigg
10 Months Ago
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10 Months Ago
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10 Months Ago
merge from vines
10 Months Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
10 Months Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
10 Months Ago
Merge from blowpipe
10 Months Ago
Merge from turret_scaling
10 Months Ago
Fix for sfx movement colliders on piper nigrum radial pieces
10 Months Ago
merge from toolgun_corpserepair_fix
10 Months Ago
Fixed garrys mod toolgun not being able to repair deployable corpses
10 Months Ago
Kapok tree update
10 Months Ago
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally - Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing) - undid sphere command building as that wasn't meshing well with MasksToValidate flow - Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs) I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions Tests: all relevant unit tests
10 Months Ago
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10 Months Ago
main -> bear_rug_deploy
10 Months Ago
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10 Months Ago
merge from high_wall_skins
10 Months Ago
Added the SpatialEnvironmentVolumePass component to the camera
10 Months Ago
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10 Months Ago
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
10 Months Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
10 Months Ago
client_projectile_improvements_eyeclipping -> main
10 Months Ago
projectile_improvements_orientation -> main
10 Months Ago
WIP modifier scaling & autoturret using it for darts.
10 Months Ago
merge from groundwatch_nre_fix
10 Months Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
10 Months Ago
Fixed GroundWatch::LegacyRadiusCheck NRE again
10 Months Ago
merge from main
10 Months Ago
Merge from editoronly_ui_convar_warning
10 Months Ago
remove unused watermap array from job
10 Months Ago
switched initial map prepare job to IJobParallelForBatch to reduce locking with parallel writer (temp alloc list of indices and add to write as batch per-job) - also other various micro-optim
10 Months Ago
Update: adding GamePhysics.HandleIgnoreWater - comes with it's own consistency test Going to use those to try to refactor some of the existing code and hopefully shrink it Tests: ran new test
10 Months Ago
Tests: adding tests that generate various "HandleIgnoreCollision" scenarios - added TestHandleIgnoreTerrainConsistency Covers both TerrainCollisionTrigger and WaterVisibilityTrigger. Tests: ran the new unit test, checked that all paths all covered.
10 Months Ago
Merge from snakes
10 Months Ago
Optim: GamePhysics.HandleIgnoreTerrain - replace const seting managed loop with a Burst job Saves 0.1ms on 10k test Tests: ran unit test
10 Months Ago
Merge from wip_gameplay
10 Months Ago
merge from main
10 Months Ago
Optim: allocate smaller buffers for WaterCollision.GetIgnoreIndirect - Added a couple profiling scopes Tests: unit tests
10 Months Ago
Play rustling sound on client alert
10 Months Ago
Bugfix: when we're missing TerrainCollision or WaterCollision, run all of the physics checks for trigger volumes - Added UtilityJobs namespace, moved FillJob<T> to it - Added a utility extension to NativeList<T> to copy from NativeArray<T>.ReadOnly (surprised it's missing) Tests: all relevant unit tests
10 Months Ago
Play the hiss anim when starting hazard
10 Months Ago
merge from main
10 Months Ago
fbx re-export Zigg Tank Large