reporust_rebootcancel

132,614 Commits over 4,262 Days - 1.30cph!

2 Days Ago
Compile fixes
2 Days Ago
More flame turret tests
2 Days Ago
Misisng meta file
2 Days Ago
main -> quick_craft_improvements
2 Days Ago
merge from naval_update
3 Days Ago
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
3 Days Ago
First pass textures and LOD0 of scrap component box (still WIP)
3 Days Ago
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
3 Days Ago
added slope collision on security barge
3 Days Ago
Added some flame turret tests
3 Days Ago
Missed file
3 Days Ago
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
3 Days Ago
Merge from boat_repair_fixes
3 Days Ago
Use collider cleanup tool to reset scaled transforms on all windows, embrasures, window bars, ladder hatches Should fix scaled impact effects and C4 getting stretched when stuck to their colliders
3 Days Ago
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
3 Days Ago
edited paintball gun 3p anims and vm reload anim edit
3 Days Ago
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3 Days Ago
Optim: TraceRaysUnordered - run water traces in parallel to raycasts Not the best impl, but shows improvement for smaller ray counts (where we're not dominated by Verify): * TraceRaysUnordered - 128rays: 0.44ms -> 0.37ms, 1k+ rays same * TraceRays - 128rays: 0.56ms -> 0.50ms, 1k+ rays same Can apply the same to sphere casts as well. Tests: unit tests
3 Days Ago
merge from boat_optim
3 Days Ago
merge from naval_update
3 Days Ago
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3 Days Ago
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3 Days Ago
merge from naval_update
3 Days Ago
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
3 Days Ago
Merge from naval_update
3 Days Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
3 Days Ago
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
3 Days Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
3 Days Ago
boat_jiggle_fix -> main
3 Days Ago
- Improved steering all around - Removed the jiggle - Increased far point distance - Allowed 0 movement to be a valid case for the context direction - Gas pedal forces 0 with a 0 movement direction
3 Days Ago
Scientist Boats: Add hysteresis to the gas pedal. Boats will only reverse provided the dot direction is high enough and the flip gate is open
3 Days Ago
food box - updated prefab, updated material
3 Days Ago
food box - added gibs, added transmission
3 Days Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
3 Days Ago
Fixed boogie board LOD not marked as dynamic
3 Days Ago
Fixed every impact fx in the deep sea being sand
3 Days Ago
Merge from oven_optim
3 Days Ago
boatai_boxing_fix -> main
3 Days Ago
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
3 Days Ago
quick_craft_improvements -> main
3 Days Ago
Phrases update
3 Days Ago
Dont downcast list type when passing as an argument
3 Days Ago
Compile fixes
3 Days Ago
Merge from parent
3 Days Ago
Merge from main
3 Days Ago
fix pooled list leak for physics tumbling entity
3 Days Ago
merge from loaded_ammo_type_indicators -> main
3 Days Ago
merge from main
3 Days Ago
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
3 Days Ago
Fixed menu slider being set to an integer value (now float)