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137,215 Commits over 4,474 Days - 1.28cph!

2 Years 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).
2 Years Ago
frontier hatchet updates - 3p entity set up - icon set up - worldmodel set up - projectile set up
2 Years Ago
Clean: Nuking SimpleList.cs Nothing uses it anymore, and it's superseeded by BufferList. Tests: All targets in editor built succesfully
2 Years 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)
2 Years Ago
Merge from main
2 Years Ago
Merge from nexus
2 Years Ago
Merge main
2 Years Ago
Bike Cargoship Parent -> Main
2 Years Ago
Clipping check doesn't apply to parent objects
2 Years Ago
Line of sight checks when placing down the wire
2 Years Ago
merge from main
2 Years Ago
Hot air balloon compile fix
2 Years Ago
subtracting 101159 - sinceLastBlast compile
2 Years 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
2 Years Ago
merge from nexus
2 Years Ago
merge from shaky_legs_fix
2 Years Ago
merge from underwater_tweaks
2 Years Ago
Prevent bike parented objects from killing the player should the bike be stationary
2 Years Ago
merge from twitch_drops_delete_fix
2 Years Ago
Elevator Max Height Increase -> Main
2 Years Ago
merge from BurstClothTestBed
2 Years Ago
undoing some unintentional changes from merges
2 Years Ago
Simplification: avoid double hash calculation when pushing new elements into the Pool in editor
2 Years Ago
Fix parenting issues Don't allow throwing melee weapons while a shield is equipped
2 Years Ago
Controlling recorder window from code test. Creating target gameobject test.
2 Years Ago
merge from audio_import_music_clips
2 Years Ago
S2P everything
2 Years 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)
2 Years Ago
Merge Bikes -> main
2 Years Ago
Fix temp setting
2 Years Ago
Improved sidecar jitter. Use the full interpolation time for the sidecar angle.
2 Years Ago
Convert BiomeVisuals -> BiomeVisuals again, minus the moss prefabs
2 Years Ago
Fix renderer being added to root of BiomeVisuals2 when it's not in the default position
2 Years Ago
Merge main -> Bikes
2 Years Ago
Removed unnecessary sidecar bike params
2 Years Ago
Fixed motorbike ragdoll force not being correctly clamped
2 Years Ago
Merge HelicopterParticleFix -> main
2 Years Ago
Merge Bikes -> main
2 Years Ago
Fixed bike roll not applying while reversing, plus other adjustments to improve the feel of reverse in all bikes
2 Years Ago
More eager cancelling for cached server browser ping query
2 Years Ago
Bikes steer less when reversing. The highly-forward steering bias makes them not steer too logically in reverse otherwise
2 Years Ago
Reduced pitch stab factor slightly
2 Years Ago
Was a little bit extreme. Made it 33% faster instead of 50%
2 Years Ago
Ground vehicle steering now returns 50% faster if the new target steer angle is opposite to the current steer angle. That is to say, if you're just releasing the turn key, it'll lerp back as before. If you're switching from turning left to turning right, or vice versa, it'll lerp 50% faster
2 Years Ago
Adjust position of industrial adaptor and lock slots slightly to better fit the model
2 Years Ago
Merge from main
2 Years Ago
Merge main -> Bikes
2 Years Ago
Adjusted LOD levels to match vanilla TC
2 Years Ago
Ocean Wreck Buoy LODs
2 Years Ago
merge from main