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132,503 Commits over 4,262 Days - 1.30cph!

1 Hour Ago
Use negative handles for fallback memory
1 Hour Ago
wood box - added greybox model, prefab initialization, item created, temp icon created, manifest updated, icon manifest updated, localization updated.
1 Hour Ago
Remove InstanceHandle and use a simple integer instead
1 Hour Ago
* Added generic NativeMultiList to replace InstanceHandleList (WIP) * Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num * Simplified MotionList add/removal procedures to HashSet operations * Cleared up function naming in BaseEntity.Client.Motion.cs * Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop * Removed IMotionParent interface because it caused more confusion than anything else * Correctly dispose of the hash set storing child instances when an entity is destroyed
5 Hours Ago
Gun trap building privilege tests
5 Hours Ago
Fix instance offsets, and LOD border calculations when using some LOD distance values Add debug validation toggle to system Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
5 Hours Ago
Added AssertTrueForDuration custom yield instruction
6 Hours Ago
Added some shotgun trap tests
syncvar_autosave_trimming -> main
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars Wasn't an issue before but we are getting more and more syncvars so its worth it now
auto_populate_entitylist -> main
Compile fix
auto_populate_entitylist -> main
Today
Fixed a tarp on the elevator shaft that had LOD1 at a different position
Today
Add convar for painting autosave timer duration
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
Today
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Today
Restored the CanFire check
Today
Code cleanup while im here
Today
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Today
merge from commandblock_tests
Today
Swap some expected's and actual's in TestHBHFSensor
Today
Apply fixes from Flaviens shelf, regenerate testlist
Today
added new sounds for knife admire acrtion
Today
Merge: from triggerparentdelayedexit_optim - Optim: improve performance of GamePhysics.TraceRays family of queries - Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
Today
merge from main
Today
Merge: from main
Today
added new sounds for salvaged axe admire action
Today
merge from main
Today
new sounds added and implemented for the salvaged icepick
Today
merge from standardized_health_display_conditions -> main
Today
merge from main
Today
merge from shield_stats_display_workbench -> main
Today
merge from flameturret_optims
Today
merge from flameturret_optims/tests
quick_craft_improvements -> main
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
Today
Minor change to the new RemovePlayer method in BuildingPrivlidge
Today
merge from flameturret_optims/tests
Today
Compile fixes
Today
More flame turret tests
Today
Misisng meta file
main -> quick_craft_improvements
Today
merge from naval_update
Today
Pass over all the boat blocks themselves Reset scaled colliders, resolve duplicate bone names, add model components as needed, ran manifest Fixes more offset / scaled / missing impact effects and stringpool warnings
Today
First pass textures and LOD0 of scrap component box (still WIP)
Today
Optim: TraceRaysUnordered - optimize collider validation using burst jobs - added UtilityJobs.FlipBoolJob and ScatterToJob<T> This brings costs down across the board: * 128 rays - 0.37ms -> 0.25ms, 33% improvement (serial was 0.49ms, 49%) * 1k rays - 2.59ms -> 1ms, 61% (serial was 4.33ms, 77%) * 8k rays - 18.9ms -> 6.26ms, 67% (serial was 34.79ms, 82%) Tests: unit tests
Today
added slope collision on security barge
Today
Added some flame turret tests
Today
Missed file