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137,562 Commits over 4,352 Days - 1.32cph!

1 Year Ago
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1 Year Ago
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1 Year 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
1 Year Ago
Merge from jungle_update
1 Year Ago
Compile fix
1 Year 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
1 Year Ago
Merge from jungle_update
1 Year Ago
Merge from Snakes
1 Year Ago
Todo
1 Year Ago
Clean: last ReadOnly added Tests: unit tests
1 Year Ago
Clean: the ReadOnly crusade is almost over Tests: unit tests
1 Year Ago
Codegen
1 Year Ago
manifest
1 Year Ago
Clean: moar ReadOnly Tests: ran unit tests
1 Year Ago
Merge from snakes/mfju (merging from jungle update fix branch)
1 Year Ago
Merge from jungle_update
1 Year Ago
Fix a missed line when manually merging Modifier.cs
1 Year Ago
Clean: a lil more ReadOnly Tests: unit tests
1 Year Ago
Clean: more ReadOnly usage Tests: ran unit tests
1 Year Ago
water desal tanks update LOD0 and texture pass.
1 Year Ago
Merge from jungle_update
1 Year 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
1 Year Ago
Some stop distance thresholding
1 Year Ago
add file prefix and ray setback settings, ui cleanup
1 Year Ago
Got the boomerang doing a little curve a few seconds after throwing
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Added more working weapons to v4 loadout + ammo
1 Year Ago
updated slight model offset in rock entity
1 Year 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.
1 Year Ago
merge from main
1 Year Ago
Kill the boomerang properly on hit
1 Year Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
1 Year Ago
Boomerang rotation now based on its speed
1 Year Ago
fix indices > 16 bits, allow null materials (omits submesh)
1 Year Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
1 Year Ago
anim fixes for lr300
1 Year Ago
Get proper hit material from ray
1 Year Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
1 Year Ago
merge from premium_servers
1 Year 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
1 Year Ago
main -> boomerang
1 Year Ago
bee_rebalance -> main
1 Year Ago
Balance multiswarm damage
1 Year Ago
Update hit animation frame range to remove double swing
1 Year Ago
Update: converting GetWaterInfos to indirect form - Not propagating indirection params yet - running on dummy forward range - Sprinkled ReadOnly usage in prep for cleanup Tests: ran unit tests
1 Year Ago
Working rebalance for single swarm attacks
1 Year Ago
Merge from blowpipe
1 Year Ago
Ensured time since spawned swarm is set on init properly
1 Year Ago