reporust_rebootcancel

138,465 Commits over 4,505 Days - 1.28cph!

13 Days Ago
arrow_late_loading_fix -> main
13 Days Ago
corrected comment
13 Days Ago
13 Days Ago
enforce mesh renderer is enabled in sculpting gui always
13 Days Ago
Merge: from fix_skipinit_error - Buildfix(editor) - replace unsupported intrinsic Tests: no errors in editor on script compile, checked asm
13 Days Ago
Buildfix: get rid of SkipInit, LLVM optimizes out variable initialization from final asm Tests: triggered compile - no errors in editor. Checked asm against externally stack allocated storage - same asm
13 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
13 Days Ago
Remove debug 15s refresh times lol
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Merge from PlayerMaintainedMonuments/powergrid
13 Days Ago
lod distances tweaks same as TC
13 Days Ago
Change supermarket freezer loot refresh - Reduced loot refresh contents but at a much shorter refresh cycle - Every x many reduced loot refreshes, we get a full refresh with lots and more variety of food - Contents of full refresh cannot be wiped by a reduced refresh unless someone has opened the freezer at least once after the last full refresh S2P supermarket
13 Days Ago
Rock sculpture - cleaned up duplicate textures, renamed for consistency
13 Days Ago
updated temp icon
13 Days Ago
main -> game_room_dlc
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game_room_dlc -> new_pool_ui
13 Days Ago
Max trail length convar
13 Days Ago
changed name to rock sculpture, added colision and lods
13 Days Ago
do x and z while I'm at it
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Merge: from pool_leak_experiments - Optim: replace FuzzyPool with LPRQ segment - it can be up to 20% faster and doesn't leak/spill sporadically Tests: unit + perf tests, loaded 2.5k procgen map, checked print_memory - no spills
13 Days Ago
Debug log satellite Y position for my sanity
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Clean: remove editor-only add/remove fail counters - also cache cell buffer length - jit might already do it automatically, so might be moot Tests: compiles
13 Days Ago
Take the longest route across terrain possible
13 Days Ago
Merge: from lprq Prepping LPRQ segment implementation to use instead of current FuzzyPool Tests: ran unit tests
13 Days Ago
rock sculpture COL
13 Days Ago
Rock Sculpting Pedestal - gibs
13 Days Ago
Experimenting with a super duper long trail
13 Days Ago
Update(tests): expand TestAllocWhenEmpty test slightly to sanity check leaking behavior Tests: ran unit test
13 Days Ago
Trail fade
13 Days Ago
merge from PlayerMaintainedMonuments
13 Days Ago
trail fix
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Perspective fix
13 Days Ago
Clean: Add general explanation on the pool implementation - remove TODOs - buildfix for non-editor builds - bugfix of setting the wrong epoch for a slot for stale cells Tests: ran unit and perf tests
13 Days Ago
more tweaks
13 Days Ago
set repair and pickup to correct item prefab
13 Days Ago
merge from f1menu_blur_fix
13 Days Ago
Updated BlurManager to use SingletonComponent instead
13 Days Ago
merge from water_surface_nametags_fix again (didn't go through)
13 Days Ago
merge from water_surface_nametags_fix
13 Days Ago
resized rock sculpture textures to 2k
13 Days Ago
merge from paintingui_inputs_fix
13 Days Ago
Added some slight forgiveness to query vis blocked by water check, to fix nametag inconsistencies (not being visible when your teammate is swimming right on the water surface)
13 Days Ago
Fix supermarket freezer causing "MaterialPropertyBlock index 0 is out of range" error
13 Days Ago
Changed painting UI inputs polling to event based, making it framerate independant Should fix the various issues introduced with the input system update
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scale up test
13 Days Ago
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
13 Days Ago
Optim: inline LPRQ segment logic, get rid of the overall queue Perf test is averaging 2.8ms, improvement over FuzzyPool by 20% Tests: unit tests + AllocDeallocMTShortLived(32,False) perf test
13 Days Ago
updated wooden arrow icon
13 Days Ago
Flyover and curve experiment