reporust_rebootcancel

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

Today
First pass of test runner editor window, still wip
Can now create notifications with custom links
Today
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
Today
Merge from boat_water_fx_optim
Today
Even more fx optimisations, move the blocks into a work queue and support breaking out mid processing if we take too long to avoid queue overruns Also added early returns for disabling fx (so fully occluded blocks are now effectively free) and bypassed the Angle calculation if a block is fully occluded
Today
scrap box - initial prefab setup, item created, placeholder icon created, updated localization, updated manifest, updated icon manifest.
Today
Collisionmeshdata error fix for Candy Cane, Ball, Present
Yesterday
merge from naval_update
Yesterday
Swap to of the anchor colliders to metal where it makes sense Swap bbs interaction colliders to wood instead of concrete
Yesterday
Sail is now actually cloth instead of wood Made colliders a bit more accurate on the top
Yesterday
Update workshop scene "publish submission" info paragraph
Yesterday
Fix a duplicate bone name on the cannon Swap interaction collider from box to sphere, fits better and stops bullets getting caught on the corners like before Fix incorrect material
Yesterday
Yesterday
Change helicopter repair blocking from "all wheels grounded" to "engine is off"
Yesterday
Collider fixes for plank and ramp, assign wood material
Yesterday
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
Yesterday
Fixed some duplicate collider names on triangle ladder hatch
Yesterday
Merge: from main
Yesterday
changes on the throw icepick sounds
Yesterday
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
Yesterday
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
Yesterday
Medical syringe animation updates
Yesterday
exported edited 3p rocket launcher and world model reload anims. set w model reload anim to speed 1 on it's anim controller
Yesterday
disable the begin/endContextRendering hooks on CommandBufferManager
Yesterday
update existing passes for pipeline changes
Yesterday
sync Rust.RenderPipeline changes
Yesterday
merge from workcart_canvas_fix
Yesterday
Removed the rogue canvas on workcart_aboveground prefab
Yesterday
axe throw audio changes
Yesterday
assigned rpg7 anim events to 3p reload anim
Yesterday
added lr300 space gun anim events to 3p reload/deploy anims
Yesterday
M92 textures polish
Yesterday
merge from blackjackmachine_optims
Yesterday
Reduced blackjack machine canvases culling distance
Yesterday
Added CanvasGroupEx (some helper methods to toggle them in one go)
Yesterday
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
Yesterday
GetWorldVelocity of the boat once instead of for every block
Yesterday
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.
Yesterday
setup lr300 space animations for player update
Yesterday
added knife throw movement sounds
Yesterday
Additional profiling for boat water effects
Yesterday
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Yesterday
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Yesterday
Merge: from analytics_std_dev_fix - Bugfix: fix for invalid std_dev calculation Tests: none, trivial change
Yesterday
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
Yesterday
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number Tests: none, trivial change
Yesterday
Balanced darkness of metals in scrap component box
Yesterday
Testing re-adding rendererbatch to boat pieces
Yesterday
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
Yesterday
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