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132,621 Commits over 4,262 Days - 1.30cph!

10 Months Ago
sar/lr300/ak47u updated backpack offsets
10 Months Ago
Merge from media_projects
10 Months Ago
Merge from main
10 Months Ago
Player seed updates
10 Months Ago
wip mesh decal support
10 Months Ago
Only bother increasing nucleus stats if its not grade 1
10 Months Ago
Max XP is now whatever grade 1 starts at
10 Months Ago
Align under over 25 degrees and over 16 degrees
10 Months Ago
Fixed incorrect perfect growth rate calculation
10 Months Ago
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10 Months Ago
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10 Months Ago
Clean: general cleanup - Removed dead code - removed some TODOs that no longer apply - more ReadOnly cases alongside NativeArray usage instead of spans Tests: unit tests
10 Months Ago
Merge from jungle_update
10 Months Ago
Compile fix
10 Months Ago
Update: expand PerfSerialWaterFactor & PerfBatchWaterFactors with different pop counts Covers various scenarios, from staging at 50pop to 10k for stress test. Also shows that we retain the 4x+ speedup across populations. Tests: ran perf tests
10 Months Ago
Merge from jungle_update
10 Months Ago
Merge from Snakes
10 Months Ago
Todo
10 Months Ago
Clean: last ReadOnly added Tests: unit tests
10 Months Ago
Clean: the ReadOnly crusade is almost over Tests: unit tests
10 Months Ago
Codegen
10 Months Ago
manifest
10 Months Ago
Clean: moar ReadOnly Tests: ran unit tests
10 Months Ago
Merge from snakes/mfju (merging from jungle update fix branch)
10 Months Ago
Merge from jungle_update
10 Months Ago
Fix a missed line when manually merging Modifier.cs
10 Months Ago
Clean: a lil more ReadOnly Tests: unit tests
10 Months Ago
Clean: more ReadOnly usage Tests: ran unit tests
10 Months Ago
water desal tanks update LOD0 and texture pass.
10 Months Ago
Merge from jungle_update
10 Months Ago
Optim: GetWaterFactors is converted to indirect style throughout - Added an edge case to all tests to validate correct bounds operation(spotted a bug I recently added) This is last optim I'll be pursuing - 10k points test now runs at ~6ms compared to 28ms serial mode. Next up is to add a couple more benchmarks and go through todo cleanup. Tests: ran unit tests and played back staging demo twice
10 Months Ago
Some stop distance thresholding
10 Months Ago
add file prefix and ray setback settings, ui cleanup
10 Months Ago
Got the boomerang doing a little curve a few seconds after throwing
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
Added more working weapons to v4 loadout + ammo
10 Months Ago
updated slight model offset in rock entity
10 Months Ago
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
10 Months Ago
merge from main
10 Months Ago
Kill the boomerang properly on hit
10 Months Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
10 Months Ago
Boomerang rotation now based on its speed
10 Months Ago
fix indices > 16 bits, allow null materials (omits submesh)
10 Months Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
10 Months Ago
anim fixes for lr300
10 Months Ago
Get proper hit material from ray
10 Months Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
10 Months Ago
merge from premium_servers
10 Months Ago
Update: converting GetWaterLevels to indirect form - Like previous CL, operates on an internal forward dummy range - sprinkled ReadOnly accessors in prep for clean up Time to start bridging the indices across the calls. Tests: unit tests