reporust_rebootcancel

128,699 Commits over 4,201 Days - 1.28cph!

7 Months Ago
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7 Months Ago
merge from vines
7 Months Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
7 Months Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
7 Months Ago
Merge from blowpipe
7 Months Ago
Merge from turret_scaling
7 Months Ago
Fix for sfx movement colliders on piper nigrum radial pieces
7 Months Ago
merge from toolgun_corpserepair_fix
7 Months Ago
Fixed garrys mod toolgun not being able to repair deployable corpses
7 Months Ago
Kapok tree update
7 Months Ago
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally - Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing) - undid sphere command building as that wasn't meshing well with MasksToValidate flow - Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs) I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions Tests: all relevant unit tests
7 Months Ago
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7 Months Ago
main -> bear_rug_deploy
7 Months Ago
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7 Months Ago
merge from high_wall_skins
7 Months Ago
Added the SpatialEnvironmentVolumePass component to the camera
7 Months Ago
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7 Months Ago
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
7 Months Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
7 Months Ago
client_projectile_improvements_eyeclipping -> main
7 Months Ago
projectile_improvements_orientation -> main
7 Months Ago
WIP modifier scaling & autoturret using it for darts.
7 Months Ago
merge from groundwatch_nre_fix
7 Months Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
7 Months Ago
Fixed GroundWatch::LegacyRadiusCheck NRE again
7 Months Ago
merge from main
7 Months Ago
Merge from editoronly_ui_convar_warning
7 Months Ago
remove unused watermap array from job
7 Months Ago
switched initial map prepare job to IJobParallelForBatch to reduce locking with parallel writer (temp alloc list of indices and add to write as batch per-job) - also other various micro-optim
7 Months Ago
Update: adding GamePhysics.HandleIgnoreWater - comes with it's own consistency test Going to use those to try to refactor some of the existing code and hopefully shrink it Tests: ran new test
7 Months Ago
Tests: adding tests that generate various "HandleIgnoreCollision" scenarios - added TestHandleIgnoreTerrainConsistency Covers both TerrainCollisionTrigger and WaterVisibilityTrigger. Tests: ran the new unit test, checked that all paths all covered.
7 Months Ago
Merge from snakes
7 Months Ago
Optim: GamePhysics.HandleIgnoreTerrain - replace const seting managed loop with a Burst job Saves 0.1ms on 10k test Tests: ran unit test
7 Months Ago
Merge from wip_gameplay
7 Months Ago
merge from main
7 Months Ago
Optim: allocate smaller buffers for WaterCollision.GetIgnoreIndirect - Added a couple profiling scopes Tests: unit tests
7 Months Ago
Play rustling sound on client alert
7 Months Ago
Bugfix: when we're missing TerrainCollision or WaterCollision, run all of the physics checks for trigger volumes - Added UtilityJobs namespace, moved FillJob<T> to it - Added a utility extension to NativeList<T> to copy from NativeArray<T>.ReadOnly (surprised it's missing) Tests: all relevant unit tests
7 Months Ago
Play the hiss anim when starting hazard
7 Months Ago
merge from main
7 Months Ago
fbx re-export Zigg Tank Large
7 Months Ago
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7 Months Ago
Add a very obvious and very placeholder disappear/reappear effect when snakes reposition - to make it obvious it's intentional and not a bug, until we get real effects.
7 Months Ago
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7 Months Ago
updated layer on jungle number decals prefabs
7 Months Ago
removed the small ziggs from the ziggurat scene - updated the terrain topology maps and terrain blend maps accordingly - s2p
7 Months Ago
Clean: remove GamePhysics.OverlapSphere(batch) and GamePhysics.OverlapCapsule(batch) - These have been inlined into CheckSphere<T> and CheckCapsule<T> - Also updated CoarseQueryGrid.CheckJobIndirect(capsule) (returns JobHandle, works on a NativeList) since I missed it in previous commit Tests: ran all unit tests
7 Months Ago
Merge from vertical_storage_test