reporust_rebootcancel

111,311 Commits over 3,928 Days - 1.18cph!

6 Months Ago
Client compile fix, code cleanup
6 Months Ago
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
6 Months Ago
Initial support for parsing a list of pasted workshop URLS and finding the matching items
6 Months Ago
Prefab tweaks
6 Months Ago
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
6 Months Ago
Update: Adding Pool.FreeUnmanaged overload for MemoryStream Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env. Tests: build only in editor, all targets
6 Months Ago
Wire deployment cancel condition
6 Months Ago
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T> Tests: trivial change, so only built Client+Server
6 Months Ago
LODs prefab update
6 Months Ago
merge from radtown_redux
6 Months Ago
merge from main
6 Months Ago
Switch from pinging servers via their IPs to pinging the entire server list via 4 queries
6 Months Ago
merge from mountable_rotation_fix
6 Months Ago
merge from fix_convar_defaults_server
6 Months Ago
merge from optimize_prewarm_doors
6 Months Ago
merge from triggerbase_fix
6 Months Ago
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
6 Months Ago
Temp model Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
6 Months Ago
Hold RMB to block with the shield (only visible in first person right now) Cannot attack while blocking
6 Months Ago
Hide the left arm of viewmodels when a shield is active (rotated off screen) Hide the viewmodel shield while reloading weapons
6 Months Ago
Let bike driver wield items
6 Months Ago
Backups/unsaved
6 Months Ago
Updated third and first person animations for rock paper scissors gesture.
6 Months Ago
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6 Months Ago
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6 Months Ago
Rock paper scissors gesture anim progress + backups
6 Months Ago
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
6 Months Ago
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
6 Months Ago
Added a shields inventory loadout for testing Can now use M92 with shields Can no longer ADS while a shield is equipped
6 Months Ago
First pass jungle wall texture for testing brick sizes. Doubled wall thickness in kit. Initial blockout of vertical slice jungle wall segment.
6 Months Ago
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
6 Months Ago
Update: Constraining Pool.Free - Step one * Primary Pool.Free overload now only accepts IPooled types * Secondary overloads added to work with collections (not restricted to IPooled yet). They all call Clear() on the returned pooled container. * Pool.FreeList now just pipes to one of Pool.Free secondary overloads (proper cleanup will be done later - there's 800 occurances of FreeList usage) * Added Pool.FreeUnmanaged as an escape hatch for types that are in the pool but don't implement IPooled interface. Motivation: If we want to avoid leaking memory and reduce potential of "improperly-recycled" pooled objects, so we need a more controlling API for Pool that allows users to avoid misusing it and calling the wrong API by accident. We'll get there by providing a stricter API that checks for users whether it's legal to use it in a particular way. This means I have to write a bunch of boilerplate (overloads + variations) and clean up all the use cases we have(both the types that might benefit from IPooled and all the API usage points). Tests: built all targets for scripts in editor. Didn't do any runtime testing as there's only 1 safe functional change (clearing of collection on return to pool).
6 Months Ago
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6 Months Ago
frontier hatchet updates - 3p entity set up - icon set up - worldmodel set up - projectile set up
6 Months Ago
Clean: Nuking SimpleList.cs Nothing uses it anymore, and it's superseeded by BufferList. Tests: All targets in editor built succesfully
6 Months Ago
Update: Replacing SimpleArray uses with BufferList. BufferList also avoids allocations when default-constructed. There's 2 reasons for this change: they're functionally the same(with a small change for default BufferList), but BufferList offers more. Also, and the primary reason, it allows me to refer to the type at a lower assembly level (Facepunch) so that I can continue making Pool's API more strict. Tests: checked all "targets" build in Unity, no runtime tests (well, editor runs this code outside of playmode as well, so there's that)
6 Months Ago
Merge from main
6 Months Ago
Merge from nexus
6 Months Ago
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6 Months Ago
Merge main
6 Months Ago
Bike Cargoship Parent -> Main
6 Months Ago
Clipping check doesn't apply to parent objects
6 Months Ago
Line of sight checks when placing down the wire
6 Months Ago
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6 Months Ago
merge from main
6 Months Ago
Hot air balloon compile fix
6 Months Ago
subtracting 101159 - sinceLastBlast compile
6 Months Ago
Update: Inlining PoolCollection::Fill implementation into Pool In order for us to unify TakeX/FreeX custom methods into a single overload set, we need to unify their constraints. This removes one new T() call from 2 calls in PoolCollectionm which is first step towards removing new() constraint on PoolCollection(and instead preserving it on Pool APIs). Also left a note about thread safety - luckily right now everything is used in a safe manner