reporust_rebootcancel

132,636 Commits over 4,293 Days - 1.29cph!

16 Days Ago
Restored the CanFire check
16 Days Ago
Code cleanup while im here
16 Days Ago
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16 Days Ago
merge from commandblock_tests
16 Days Ago
Swap some expected's and actual's in TestHBHFSensor
16 Days Ago
Apply fixes from Flaviens shelf, regenerate testlist
16 Days Ago
added new sounds for knife admire acrtion
16 Days Ago
Merge: from triggerparentdelayedexit_optim - Optim: improve performance of GamePhysics.TraceRays family of queries - Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
16 Days Ago
merge from main
16 Days Ago
Merge: from main
16 Days Ago
added new sounds for salvaged axe admire action
17 Days Ago
merge from main
17 Days Ago
new sounds added and implemented for the salvaged icepick
17 Days Ago
merge from standardized_health_display_conditions -> main
17 Days Ago
merge from main
17 Days Ago
merge from shield_stats_display_workbench -> main
17 Days Ago
merge from flameturret_optims
17 Days Ago
merge from flameturret_optims/tests
17 Days Ago
quick_craft_improvements -> main
17 Days Ago
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
17 Days Ago
Minor change to the new RemovePlayer method in BuildingPrivlidge
17 Days Ago
merge from flameturret_optims/tests
17 Days Ago
Compile fixes
17 Days Ago
More flame turret tests
17 Days Ago
Misisng meta file
17 Days Ago
main -> quick_craft_improvements
17 Days Ago
merge from naval_update
17 Days Ago
Pass over all the boat blocks themselves Reset scaled colliders, resolve duplicate bone names, add model components as needed, ran manifest Fixes more offset / scaled / missing impact effects and stringpool warnings
17 Days Ago
First pass textures and LOD0 of scrap component box (still WIP)
17 Days Ago
Optim: TraceRaysUnordered - optimize collider validation using burst jobs - added UtilityJobs.FlipBoolJob and ScatterToJob<T> This brings costs down across the board: * 128 rays - 0.37ms -> 0.25ms, 33% improvement (serial was 0.49ms, 49%) * 1k rays - 2.59ms -> 1ms, 61% (serial was 4.33ms, 77%) * 8k rays - 18.9ms -> 6.26ms, 67% (serial was 34.79ms, 82%) Tests: unit tests
17 Days Ago
added slope collision on security barge
17 Days Ago
Added some flame turret tests
17 Days Ago
Missed file
17 Days Ago
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
17 Days Ago
Merge from boat_repair_fixes
17 Days Ago
Use collider cleanup tool to reset scaled transforms on all windows, embrasures, window bars, ladder hatches Should fix scaled impact effects and C4 getting stretched when stuck to their colliders
17 Days Ago
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
17 Days Ago
edited paintball gun 3p anims and vm reload anim edit
17 Days Ago
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17 Days Ago
Optim: TraceRaysUnordered - run water traces in parallel to raycasts Not the best impl, but shows improvement for smaller ray counts (where we're not dominated by Verify): * TraceRaysUnordered - 128rays: 0.44ms -> 0.37ms, 1k+ rays same * TraceRays - 128rays: 0.56ms -> 0.50ms, 1k+ rays same Can apply the same to sphere casts as well. Tests: unit tests
17 Days Ago
merge from boat_optim
17 Days Ago
merge from naval_update
17 Days Ago
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17 Days Ago
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17 Days Ago
merge from naval_update
17 Days Ago
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
17 Days Ago
Merge from naval_update
17 Days Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
17 Days Ago
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
17 Days Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)