137,764 Commits over 4,324 Days - 1.33cph!

2 Months Ago
2 Months Ago
Change helicopter repair blocking from "all wheels grounded" to "engine is off"
2 Months Ago
Collider fixes for plank and ramp, assign wood material
2 Months Ago
Bugfix: TriggerParentDelayedExit::SupportsTickSkipping was always evaluating to false - switched it to be off by default, as it was likely off during my earlier testing Tests: none, trivial change
2 Months Ago
Fixed some duplicate collider names on triangle ladder hatch
2 Months Ago
Merge: from main
2 Months Ago
changes on the throw icepick sounds
2 Months Ago
Merge: from triggerparentdelayedexit_teleport_fix - Bugfix: teleporting from a player boat should no longer cause weird parenting issues Tests: built a boat, teleported away - no weird movement afterwards
2 Months Ago
Bugfix: don't try to delay unparenting when teleporting away from the boat Tests: built a small boat, spawned a player on it, turned on the engine, teleported away - didn't have the weird extra movement
2 Months Ago
Medical syringe animation updates
2 Months Ago
exported edited 3p rocket launcher and world model reload anims. set w model reload anim to speed 1 on it's anim controller
2 Months Ago
disable the begin/endContextRendering hooks on CommandBufferManager
2 Months Ago
update existing passes for pipeline changes
2 Months Ago
sync Rust.RenderPipeline changes
2 Months Ago
merge from workcart_canvas_fix
2 Months Ago
Removed the rogue canvas on workcart_aboveground prefab
2 Months Ago
axe throw audio changes
2 Months Ago
assigned rpg7 anim events to 3p reload anim
2 Months Ago
added lr300 space gun anim events to 3p reload/deploy anims
2 Months Ago
M92 textures polish
2 Months Ago
merge from blackjackmachine_optims
2 Months Ago
Reduced blackjack machine canvases culling distance
2 Months Ago
Added CanvasGroupEx (some helper methods to toggle them in one go)
2 Months Ago
Reworked the blackjack worldspace UI screens to use less canvases, reduced from 172 to 4 Fixes UpdateCanvasRectTransform time blowing up when near a blackjack machine
2 Months Ago
GetWorldVelocity of the boat once instead of for every block
2 Months Ago
Only check against other hull blocks, not all blocks. Don't run UpdateSplashFx at all on non hull blocks. 1.85ms to 0.65ms in a quick test with 6 simple boats. Stiil seems to function ok.
2 Months Ago
setup lr300 space animations for player update
2 Months Ago
added knife throw movement sounds
2 Months Ago
Additional profiling for boat water effects
2 Months Ago
▌ ▌▍▋█▍ ▋▌▆▌ ▉▉▇▍▍▇▊▌▋▌▉▋▋▊▆▇▋▍▅▄▋▄▋▅
2 Months Ago
▌ ▆▉▆ ▉▆▌▌▍▅▄▍ ▍▍▉▅▋▊▊▄ ▆▆ █▍▄▄▄ ▊▊▇▍▉ ▌▄▉▊ ▍▄▉ ▌▄█▇▋█▊ ▉▄▇▆▌▆▋ ▄▆▉▌▊▆ █▅▅▆ ▉▅▉ ▄▍█▌▆▋ ▄▋ ▍▌▍▊██▉ ▄▆▇ ▉▋▋▌▌▍▌▆▋▅ ▊▍ ▆▋▊▌▉▊
2 Months Ago
Merge: from analytics_std_dev_fix - Bugfix: fix for invalid std_dev calculation Tests: none, trivial change
2 Months Ago
Update: always record high and low percentile telemetry for non-game mode It's a smidge more data, but makes building dashboards easier Tests: none, trivial change
2 Months Ago
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number Tests: none, trivial change
2 Months Ago
Balanced darkness of metals in scrap component box
2 Months Ago
Testing re-adding rendererbatch to boat pieces
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: shooting a weapon can cause NREs on the client Tests: shot in the sky with a bunch of bursts - no NREs
2 Months Ago
Bugfix: VerifyRays - avoid trying to read hit array outside of working area I asssumed we always call it with tightly-sized arrays, but it's not the case on client Tests: shot in the sky with a couple bursts - no NREs
2 Months Ago
M92 weapon refresh anim updates
2 Months Ago
Reduced workcart train cockpit canvas LOD distance Also disabled it by default so its not always enabled until someone turn the engine on and off
2 Months Ago
merge from workcart_canvas_fix
2 Months Ago
Updated textures and model for scrap component box
2 Months Ago
merge from shotguntrap_optims/tests
2 Months Ago
merge from shotguntrap_optims
2 Months Ago
Fix server build
2 Months Ago
rebase on main
2 Months Ago
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
2 Months Ago
wood box - prefab tweaks
2 Months Ago
* Renamed TransformMemory to MotionList (as it should be) * Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment. * Fixed exception caused by removing elements from the set while iterating
2 Months Ago
Use negative handles for fallback memory