reporust_rebootcancel

132,586 Commits over 4,262 Days - 1.30cph!

Yesterday
Restored the CanFire check
Yesterday
Code cleanup while im here
Yesterday
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Yesterday
merge from commandblock_tests
Yesterday
Swap some expected's and actual's in TestHBHFSensor
Yesterday
Apply fixes from Flaviens shelf, regenerate testlist
Yesterday
added new sounds for knife admire acrtion
Yesterday
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.
Yesterday
merge from main
Yesterday
Merge: from main
Yesterday
added new sounds for salvaged axe admire action
Yesterday
merge from main
Yesterday
new sounds added and implemented for the salvaged icepick
Yesterday
merge from standardized_health_display_conditions -> main
Yesterday
merge from main
Yesterday
merge from shield_stats_display_workbench -> main
Yesterday
merge from flameturret_optims
Yesterday
merge from flameturret_optims/tests
Yesterday
quick_craft_improvements -> main
Yesterday
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
Yesterday
Minor change to the new RemovePlayer method in BuildingPrivlidge
Yesterday
merge from flameturret_optims/tests
Yesterday
Compile fixes
Yesterday
More flame turret tests
Yesterday
Misisng meta file
Yesterday
main -> quick_craft_improvements
Yesterday
merge from naval_update
Yesterday
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
Yesterday
First pass textures and LOD0 of scrap component box (still WIP)
Yesterday
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
Yesterday
added slope collision on security barge
Yesterday
Added some flame turret tests
Yesterday
Missed file
Yesterday
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
Yesterday
Merge from boat_repair_fixes
Yesterday
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
Yesterday
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
Yesterday
edited paintball gun 3p anims and vm reload anim edit
2 Days Ago
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2 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
2 Days Ago
merge from boat_optim
2 Days Ago
merge from naval_update
2 Days Ago
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2 Days Ago
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2 Days Ago
merge from naval_update
2 Days Ago
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
2 Days Ago
Merge from naval_update
2 Days Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
2 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
2 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)