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123,886 Commits over 4,079 Days - 1.27cph!

11 Months Ago
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11 Months Ago
Rock paper scissors gesture anim progress + backups
11 Months Ago
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
11 Months Ago
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
11 Months Ago
Added a shields inventory loadout for testing Can now use M92 with shields Can no longer ADS while a shield is equipped
11 Months Ago
First pass jungle wall texture for testing brick sizes. Doubled wall thickness in kit. Initial blockout of vertical slice jungle wall segment.
11 Months Ago
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
11 Months Ago
Update: Constraining Pool.Free - Step one * Primary Pool.Free overload now only accepts IPooled types * Secondary overloads added to work with collections (not restricted to IPooled yet). They all call Clear() on the returned pooled container. * Pool.FreeList now just pipes to one of Pool.Free secondary overloads (proper cleanup will be done later - there's 800 occurances of FreeList usage) * Added Pool.FreeUnmanaged as an escape hatch for types that are in the pool but don't implement IPooled interface. Motivation: If we want to avoid leaking memory and reduce potential of "improperly-recycled" pooled objects, so we need a more controlling API for Pool that allows users to avoid misusing it and calling the wrong API by accident. We'll get there by providing a stricter API that checks for users whether it's legal to use it in a particular way. This means I have to write a bunch of boilerplate (overloads + variations) and clean up all the use cases we have(both the types that might benefit from IPooled and all the API usage points). Tests: built all targets for scripts in editor. Didn't do any runtime testing as there's only 1 safe functional change (clearing of collection on return to pool).
11 Months Ago
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11 Months Ago
frontier hatchet updates - 3p entity set up - icon set up - worldmodel set up - projectile set up
11 Months Ago
Clean: Nuking SimpleList.cs Nothing uses it anymore, and it's superseeded by BufferList. Tests: All targets in editor built succesfully
11 Months Ago
Update: Replacing SimpleArray uses with BufferList. BufferList also avoids allocations when default-constructed. There's 2 reasons for this change: they're functionally the same(with a small change for default BufferList), but BufferList offers more. Also, and the primary reason, it allows me to refer to the type at a lower assembly level (Facepunch) so that I can continue making Pool's API more strict. Tests: checked all "targets" build in Unity, no runtime tests (well, editor runs this code outside of playmode as well, so there's that)
11 Months Ago
Merge from main
11 Months Ago
Merge from nexus
11 Months Ago
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11 Months Ago
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11 Months Ago
Merge main
11 Months Ago
Bike Cargoship Parent -> Main
11 Months Ago
Clipping check doesn't apply to parent objects
11 Months Ago
Line of sight checks when placing down the wire
11 Months Ago
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11 Months Ago
merge from main
11 Months Ago
Hot air balloon compile fix
11 Months Ago
subtracting 101159 - sinceLastBlast compile
11 Months Ago
Update: Inlining PoolCollection::Fill implementation into Pool In order for us to unify TakeX/FreeX custom methods into a single overload set, we need to unify their constraints. This removes one new T() call from 2 calls in PoolCollectionm which is first step towards removing new() constraint on PoolCollection(and instead preserving it on Pool APIs). Also left a note about thread safety - luckily right now everything is used in a safe manner
11 Months Ago
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11 Months Ago
merge from nexus
11 Months Ago
merge from shaky_legs_fix
11 Months Ago
merge from underwater_tweaks
11 Months Ago
Prevent bike parented objects from killing the player should the bike be stationary
11 Months Ago
merge from radtown_redux
11 Months Ago
merge from twitch_drops_delete_fix
11 Months Ago
Elevator Max Height Increase -> Main
11 Months Ago
merge from BurstClothTestBed
11 Months Ago
undoing some unintentional changes from merges
11 Months Ago
Simplification: avoid double hash calculation when pushing new elements into the Pool in editor
11 Months Ago
merge from zipline_improvements
11 Months Ago
Fix parenting issues Don't allow throwing melee weapons while a shield is equipped
11 Months Ago
Controlling recorder window from code test. Creating target gameobject test.
11 Months Ago
merge from audio_import_music_clips
11 Months Ago
S2P everything
11 Months Ago
Initial implementation work Created placeholder item and entity Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
11 Months Ago
Merge Bikes -> main
11 Months Ago
Fix temp setting
11 Months Ago
Improved sidecar jitter. Use the full interpolation time for the sidecar angle.
11 Months Ago
Convert BiomeVisuals -> BiomeVisuals again, minus the moss prefabs
11 Months Ago
Fix renderer being added to root of BiomeVisuals2 when it's not in the default position
11 Months Ago
Merge main -> Bikes
11 Months Ago
Parent merge
11 Months Ago
Removed unnecessary sidecar bike params