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132,615 Commits over 4,262 Days - 1.30cph!

9 Months Ago
Rough process for preventing multiple vines from overlapping when parked
9 Months Ago
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Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
9 Months Ago
Merge from main
9 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
9 Months Ago
update manifest for icon
9 Months Ago
viewmodel prefab setup
9 Months Ago
adjusted sunken knife icon updated prefabs
9 Months Ago
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9 Months Ago
bee_ux_improvements -> main
9 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
9 Months Ago
missing files
9 Months Ago
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
9 Months Ago
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
9 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
9 Months Ago
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
9 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
10 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)
10 Months Ago
Clean: replace a magic number with a named constant Tests: unit tests
10 Months Ago
Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
10 Months Ago
revert_project_file -> main
10 Months Ago
Correct one
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10 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
10 Months Ago
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10 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.
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10 Months Ago
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
10 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
10 Months Ago
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10 Months Ago
Files for deployment zone visualization.
10 Months Ago
Update: use GetIgnoreIndirect(vec3, float, ...) Further simplifies code and reduces the number of temp NativeArrays we need Tests: unit tests
10 Months Ago
merge from fix_spawnitem_ownership -> main
10 Months Ago
Fix item ownership not applying when using `spawnitem` command
10 Months Ago
Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come Tests: ran unit tests
10 Months Ago
merge from ownership_barrel_fix -> main
10 Months Ago
Fix item ownership not applying to items from barrels
10 Months Ago
Add a tip telling you what to do if you're attacked by bees
10 Months Ago
Apply "Make All Streamable" to 8294 textures
10 Months Ago
Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions
10 Months Ago
Force texture mipmap streaming to be always on (experiment) and set the memory budget equal to available graphics memory.
10 Months Ago
Update: use WaterTestFromVolumesIndirect to simplify code This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity. Tests: ran unit tests
10 Months Ago
Tests: TestWaterInfosConsistency now generates fake WaterVolumes Need this since I'm starting to modify the "volumes" path as well. Tests: ran the unit tests
10 Months Ago
wip/profiling
10 Months Ago
Rpg 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_launcher anims