reporust_rebootcancel

136,966 Commits over 4,474 Days - 1.28cph!

36 Days Ago
Merge: from pool_mt - Bugfix: avoid extensive spills/misses with new Pool - Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
36 Days Ago
Manifest, codegen, localization
36 Days Ago
Merge: from main
36 Days Ago
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar - Codegen Former doesn't show 2 options in console Tests: booted into craggy and checked suggestions
36 Days Ago
set dressing progress on 1st floor of wing lower ao factor on broken tiles material
36 Days Ago
Quick test of a 2 stage descent
36 Days Ago
Hairbun/ponytail proper material assignment in import settings
36 Days Ago
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool) https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
36 Days Ago
Remade ponytail/bun wood helmet conditionals (with consistent vertex order) Re-applied skin to all ponytail/bun meshes to keep bone list consistent Woodhelmet LOD2 keeps default mesh (so ponytail/bun doesn't dissapear)
36 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
36 Days Ago
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments
36 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
36 Days Ago
Merge from main
36 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
36 Days Ago
Update(tests): change spill tests assertions to permit writed head to run ahead of read head Tests: ran unit tests
36 Days Ago
Check charm ownership when firing the UpdateAccessoryOnItem rpc
36 Days Ago
steam_retry_button_fix -> main
36 Days Ago
LODs and collision and vertex blends for playground assets
36 Days Ago
Calculate a suitable position as soon as a satellite is selected.
37 Days Ago
small transform access usage change
37 Days Ago
disabled editor-only sync on all bc materials
37 Days Ago
Update(tests): add a synthetic test to cause pool spill runaway - moved other spillage tests to Unit namespace and merge into 1 test Made it to fail consistently at 4 consume threads Tests: ran tests
37 Days Ago
merge from attachment_charms/ui
37 Days Ago
Can change charms in the repair bench as well
37 Days Ago
Enable RW on all meshes currently used for collision in the apartments monument
37 Days Ago
Prepare camera motion vector pass
37 Days Ago
testlist
37 Days Ago
merge from mfm2 (merge from main)
37 Days Ago
More manual fixes after merge
37 Days Ago
Hide change accessory button if you dont own any accessory
37 Days Ago
Charms search bar Minor styling update
37 Days Ago
merge from main manually resolve Elevator and VendingMachine conflicts
37 Days Ago
merge from main
37 Days Ago
merge from status_convar_fix
37 Days Ago
merge from streamermode_fix
37 Days Ago
Charm icon tooltip
37 Days Ago
SSAO render feature port
37 Days Ago
Revert 153856
37 Days Ago
merge from main
37 Days Ago
merge from contact_lowresasset_fix
37 Days Ago
Fixed contact mugshot_unknown UI asset using streaming mip maps
37 Days Ago
merge from optimize_train_track_meshes -> main
37 Days Ago
Fix IsAnyLODVisible() not being inverted in OnMeshJobFinished() causing rail meshes to be always deleted instead of only deleted if the LOD was hidden before the mesh generation job finished
37 Days Ago
Fix filter to only generate lowest LOD only checking if filter is null, not if filter is empty - fixes rivers + roads + train track meshes not generating at all
37 Days Ago
merge from main -> optimize_train_track_meshes
37 Days Ago
Fixed ladder hatch unlocking on tech tree after learning the elevator blueprint
37 Days Ago
Merge from ModularCarClipping_Fix
37 Days Ago
Removed an EditorApplication update invoke in BaseVehicleModuleEditor that was causing issues (recursive layout) Replaced the Vector fields for foot IK positions on modular car seats with transform fields, added matching transforms for the couple of seats with IK positions Adjusted foot position on the LessLegroom seats to minimise foot clipping
37 Days Ago
Merge from main
37 Days Ago
Merge from PlayerRigUpdate2 (new one handed sprint anims on most two handed projectile weapons)