reporust_rebootcancel

138,165 Commits over 4,505 Days - 1.28cph!

6 Days Ago
arrow_late_loading_fix -> main
6 Days Ago
corrected comment
6 Days Ago
6 Days Ago
enforce mesh renderer is enabled in sculpting gui always
6 Days Ago
Merge: from fix_skipinit_error - Buildfix(editor) - replace unsupported intrinsic Tests: no errors in editor on script compile, checked asm
6 Days Ago
Buildfix: get rid of SkipInit, LLVM optimizes out variable initialization from final asm Tests: triggered compile - no errors in editor. Checked asm against externally stack allocated storage - same asm
6 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
6 Days Ago
Remove debug 15s refresh times lol
6 Days Ago
6 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
6 Days Ago
lod distances tweaks same as TC
6 Days Ago
Change supermarket freezer loot refresh - Reduced loot refresh contents but at a much shorter refresh cycle - Every x many reduced loot refreshes, we get a full refresh with lots and more variety of food - Contents of full refresh cannot be wiped by a reduced refresh unless someone has opened the freezer at least once after the last full refresh S2P supermarket
6 Days Ago
Rock sculpture - cleaned up duplicate textures, renamed for consistency
6 Days Ago
updated temp icon
6 Days Ago
main -> game_room_dlc
6 Days Ago
game_room_dlc -> new_pool_ui
6 Days Ago
Max trail length convar
6 Days Ago
changed name to rock sculpture, added colision and lods
6 Days Ago
do x and z while I'm at it
6 Days Ago
Merge: from pool_leak_experiments - Optim: replace FuzzyPool with LPRQ segment - it can be up to 20% faster and doesn't leak/spill sporadically Tests: unit + perf tests, loaded 2.5k procgen map, checked print_memory - no spills
6 Days Ago
Debug log satellite Y position for my sanity
6 Days Ago
Clean: remove editor-only add/remove fail counters - also cache cell buffer length - jit might already do it automatically, so might be moot Tests: compiles
6 Days Ago
Take the longest route across terrain possible
6 Days Ago
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
6 Days Ago
rock sculpture COL
6 Days Ago
Rock Sculpting Pedestal - gibs
6 Days Ago
Experimenting with a super duper long trail
6 Days Ago
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
6 Days Ago
Trail fade
6 Days Ago
merge from PlayerMaintainedMonuments
6 Days Ago
trail fix
6 Days Ago
Perspective fix
6 Days Ago
Clean: Add general explanation on the pool implementation - remove TODOs - buildfix for non-editor builds - bugfix of setting the wrong epoch for a slot for stale cells Tests: ran unit and perf tests
6 Days Ago
more tweaks
6 Days Ago
set repair and pickup to correct item prefab
6 Days Ago
merge from f1menu_blur_fix
6 Days Ago
Updated BlurManager to use SingletonComponent instead
7 Days Ago
merge from water_surface_nametags_fix again (didn't go through)
7 Days Ago
merge from water_surface_nametags_fix
7 Days Ago
resized rock sculpture textures to 2k
7 Days Ago
merge from paintingui_inputs_fix
7 Days Ago
Added some slight forgiveness to query vis blocked by water check, to fix nametag inconsistencies (not being visible when your teammate is swimming right on the water surface)
7 Days Ago
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
7 Days Ago
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
7 Days Ago
7 Days Ago
scale up test
7 Days Ago
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
7 Days Ago
Optim: inline LPRQ segment logic, get rid of the overall queue Perf test is averaging 2.8ms, improvement over FuzzyPool by 20% Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
7 Days Ago
updated wooden arrow icon
7 Days Ago
Flyover and curve experiment