reporust_rebootcancel

122,296 Commits over 4,048 Days - 1.26cph!

2 Months Ago
merge from main
2 Months Ago
▊▉▅▊▆▍
2 Months Ago
Added more working weapons to v4 loadout + ammo
2 Months Ago
updated slight model offset in rock entity
2 Months Ago
Hopefully fix shader compilation on Metal due to missing support for geometry shaders. I can't test it, because literally every other platform supports geometry shaders.
2 Months Ago
merge from main
2 Months Ago
Kill the boomerang properly on hit
2 Months Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
2 Months Ago
Boomerang rotation now based on its speed
2 Months Ago
fix indices > 16 bits, allow null materials (omits submesh)
2 Months Ago
Update: Propagating indices to GetWaterLevels - Updated TestWaterLevelsConsistency to validate various permutations Tests: unit tests
2 Months Ago
Get proper hit material from ray
2 Months Ago
anim fixes for lr300
2 Months Ago
Fully swapped boomerang over to server projectile. Restored most of the old functionality.
2 Months Ago
merge from premium_servers
2 Months Ago
cherrypicking 116479
2 Months Ago
Update: converting GetWaterLevels to indirect form - Like previous CL, operates on an internal forward dummy range - sprinkled ReadOnly accessors in prep for clean up Time to start bridging the indices across the calls. Tests: unit tests
2 Months Ago
main -> boomerang
2 Months Ago
bee_rebalance -> main
2 Months Ago
Balance multiswarm damage
2 Months Ago
Update hit animation frame range to remove double swing
2 Months Ago
Update: converting GetWaterInfos to indirect form - Not propagating indirection params yet - running on dummy forward range - Sprinkled ReadOnly usage in prep for cleanup Tests: ran unit tests
2 Months Ago
Working rebalance for single swarm attacks
2 Months Ago
Merge from blowpipe
2 Months Ago
Ensured time since spawned swarm is set on init properly
2 Months Ago
2 Months Ago
Update: make GetWaterFactors internal NativeArrays persistent Tests: unit tests
2 Months Ago
Fixed another bug with master swarm spawning multiple at once (this time in general and not in editor)
2 Months Ago
Fix editor spawning two bee swarms at once
2 Months Ago
Optim: prepare params for WAterLevel.GetWaterInfos using a burst job Helps shrink the managed loop, and gives us minor savings - about 0.5ms for 10k case. Also prepares us last indirect conversion. Tests: ran unit tests Tests:
2 Months Ago
fixes for shake from deploy to idle on ak
2 Months Ago
weapon updates
2 Months Ago
Optim: GetWaterFactors now maintains a stable transform cache - We now use a burst job to gather transform info for all players (ends up being fast enough to not care) - Updated perf test to count for a "warmup" run, since we incrementally build the transform cache Previous updates slowed down code from 9ms to 12ms, this optim brings us back to ~7ms for 10k cases and enables more optims Tests: unit tests
2 Months Ago
Merge from jungle_update
2 Months Ago
Constrain croc and tiger to jungle biome Increase croc population
2 Months Ago
Fix compile error
2 Months Ago
Syntax error
2 Months Ago
Hazmats still nullify all damage coming in from bee stings (stab damage)
2 Months Ago
Merge from jungle_update
2 Months Ago
Merge from crocodile + tiger
2 Months Ago
Fixed incorrect PremiumClientCache refresh delay
2 Months Ago
Merge from main
2 Months Ago
Fix warning spam on tiger Remove test script from craggy
2 Months Ago
rocket factory model changes against boosting
2 Months Ago
Most clothing will now provide some resistance against Bees, resulting in substantially lower damage per second (bees now do standard stab damage rather than bee sting damage)
2 Months Ago
merge from main
2 Months Ago
temporarily reverted combat knife invert so we can debug the workshop tool before any fixes
2 Months Ago
Update: rewrite FinalizeTickParallel in indirect form - GetWaterFactors interface adapted to take indices, but internals are still in gather->process->scatter - Expanded TestWaterFactorsConsistency to cover for various indirection scenarios This simplifies the internals of FinalizeTickParallel and allows for more Burst jobs, but also allows for conversion of GetWaterFactors in indirect mode and state caching. Tests: unit tests + mul-tiple server demo playback (numbers within range)
2 Months Ago
added wood dart to viewmodel projectile and worldmodel setup etc
2 Months Ago
Set usable in turrets. Added muzzle point.