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141,772 Commits over 4,413 Days - 1.34cph!

Today
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
Today
Fix zombies breaking automated tests
Today
Fix zombies breaking automated tests
Today
fix ColorEx WithHDRIntensity, missing alpha copying
Today
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
Today
testlist
Today
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
Today
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
Today
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
Today
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
Today
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
Today
Fix tutorial bear and unused sharks causing errors with new navmesh
Today
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
Today
Merge from workbench_upgrades (Recycle balance pass, description updates)
Today
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Today
Merge to workbench_upgrades
Today
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
Today
Added Ballistic helmet model, material, and textures. Set up prefabs.
Today
Synch trajectory lock state correctly for all control paths.
Today
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
Today
Salvaged Cleaver audio file tweaks
Today
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
Today
industrial garage door - minor texture tweak
Today
Adding extra wheel joints for bowless crossbow world rig
Today
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
Today
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
Today
Placeholder UI tweaks. Convar descent time. Rework UI flow.
Today
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Today
switched GPU instancing on
Today
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
Today
Updated w_sks and w_paintball_gun animators with reloadMotion setup
Yesterday
industrial garage door - Gibs added - Prefab updated
Rin
Yesterday
Fixed incorrect repair material
Yesterday
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
Yesterday
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
Yesterday
exported edited arm throw pose on 3p rock anims
Yesterday
Fixed OOB error on testscenario_rocketsplash5_turretpod
Yesterday
merge from automated_testing
Yesterday
merge from automated_testing/export_optims
Yesterday
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s Same for allBaseCombatEntityPrefabs - 4s -> 300ms + some micro optims in other tests
Yesterday
address Vince's feedback (bit of uv stretching, chamfered edge, reset vertex colours, fixed smoothing groups on lods, set all object to world layer, reset transforms to 90,0,0 and setup lodgroups for the structures interior and exterior
Yesterday
merge from main
Yesterday
created bespoke ak47 pickup/drop anims and applied to holdtype controller
Yesterday
tweaked marketplace electric wires, general polish before attacking other areas unfucked some smoothing groups on the demolished side of apartment building
Yesterday
server_browser_update_2 -> main
Yesterday
- Increased distance/player score to 50-50 for default sorting - Compile fix
Yesterday
Added Export button to tests right click context menu, re-exports the given fixture and append changes to the test list Bypasses the big ass export, its near instant depending on what you refresh Test list is now sorted alphabetically so using the context menu doesnt shuffle things around Fixed typo that included all editor tests to the server CI test list
Yesterday
- Add distances away to each of the servers in km - Convert it to miles if in the USA
Yesterday
Some cleanup. Convar some hardcoded vlaues
Yesterday
Merge from main