reporust_rebootcancel

129,029 Commits over 4,232 Days - 1.27cph!

8 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
8 Months Ago
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle improved terrain blend texture
8 Months Ago
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8 Months Ago
further normal map progress, output directory saving
8 Months Ago
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8 Months Ago
Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
8 Months Ago
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
8 Months Ago
Add profiling
8 Months Ago
Remove the previous 160 hard coded item view limit
8 Months Ago
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
8 Months Ago
Unsaved
8 Months Ago
Better vine visual rotation handling, use burst cloth for now
8 Months Ago
Baseline
8 Months Ago
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
8 Months Ago
Rough process for preventing multiple vines from overlapping when parked
8 Months Ago
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8 Months Ago
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
8 Months Ago
Merge from main
8 Months Ago
Bugfix: don't leak WaterLevel's persistent allocations Currently only allocating on Server, since no other code actively relies on this. Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
8 Months Ago
update manifest for icon
8 Months Ago
viewmodel prefab setup
8 Months Ago
adjusted sunken knife icon updated prefabs
8 Months Ago
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8 Months Ago
bee_ux_improvements -> main
8 Months Ago
Bow setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_bow anims - tweaked 3p anims so fingers place correctly on string at rest and when aiming
8 Months Ago
missing files
8 Months Ago
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
8 Months Ago
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
8 Months Ago
Optim: use persistent buffers inside GetWaterInfos - Still have a TODO on managing their lifecycle - imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in) Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims. Tests: ran unit tests
8 Months Ago
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
8 Months Ago
Optim: replace WaterInfo resolving amnaged loop with a Burst job 1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms) Tests: ran unit tests
8 Months Ago
Optim: use Burst jobs to process results from GetIgnore entity heads Only one managed loop left Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
8 Months Ago
Clean: replace a magic number with a named constant Tests: unit tests
8 Months Ago
Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
8 Months Ago
revert_project_file -> main
8 Months Ago
Correct one
8 Months Ago
8 Months Ago
Optim: recache water heights from WaterVolumes using a Burst job - also fixes a bug with invalid indexing that I introduced earlier today Tests: unit tests
8 Months Ago
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8 Months Ago
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes Noticed a bug while converting internal logic to burst job that wasn't picked up by test Tests: ran unit tests, now correctly detects an issue - will fix next.
8 Months Ago
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8 Months Ago
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
8 Months Ago
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
8 Months Ago
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8 Months Ago
Files for deployment zone visualization.