reporust_rebootcancel

158,663 Commits over 4,566 Days - 1.45cph!

11 Months Ago
boatai_boxing_fix -> main
11 Months Ago
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
11 Months Ago
quick_craft_improvements -> main
11 Months Ago
Phrases update
11 Months Ago
Dont downcast list type when passing as an argument
11 Months Ago
Compile fixes
11 Months Ago
Merge from parent
11 Months Ago
Merge from main
11 Months Ago
fix pooled list leak for physics tumbling entity
11 Months Ago
merge from loaded_ammo_type_indicators -> main
11 Months Ago
merge from main
11 Months Ago
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
11 Months Ago
Fixed menu slider being set to an integer value (now float)
11 Months Ago
Optim: TriggerParent.TickMode 1 - use cached water and ladder results in UsePlayerUpdateJobs 2 env - codegen This should allow us to skip ~30% of the overall runtime. Can be disabled via TriggerParent.UsePlayerV2Shortcuts 0 (defaults to 1) Tests: none, will check tomorrow once brain is fresh
11 Months Ago
Menu scene changes (missed file)
11 Months Ago
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on - Fixed the favouriting button not working (include it in the hash calculations) - Adjusted menu setting
11 Months Ago
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks Microoptim, but why not Tests: none, trivial change
11 Months Ago
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet Tests: none, trivial change
11 Months Ago
Ruins B crate spawn fixes.
11 Months Ago
Clean: remove a couple TODOs Was worried about a bug, but deeper scrutiny think the code is correct Tests: none, trivial change
11 Months Ago
Fixed some ore floaters on 2 and 3.
11 Months Ago
missed a file, apply position to IconWithCount
11 Months Ago
re-enable mipmaps, fix opacity, polish placement
11 Months Ago
Clean: refactor TriggerParent.ShouldParentEntitiesJobs - Added profiling scopes No functional changes. This makes data flow easier to track and manage, and helps visualizing stages in perf snapshots. Tests: built a long-boat in tickmode 1, spawend 6 players on it, went to edit mode and back, jumped on-and-off as it was moving
11 Months Ago
Fixed a couple of overlapping spawns on 4. S2P
11 Months Ago
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
11 Months Ago
Bugfix: Add missing Native collection disposal in GamePhysics Audited all of GamePhysics, looks to be the only cases that slipped in Tests: unit tests + built a boat with tickmode 1
11 Months Ago
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
11 Months Ago
merge from naval_update
11 Months Ago
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11 Months Ago
exported latest paintaball gun vm anims
11 Months Ago
merge from naval_update
11 Months Ago
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11 Months Ago
merge from fix_containerioentity_item_syncing -> main
11 Months Ago
Fixed ContainerIOEntities not syncing inventories with item when picked up
11 Months Ago
Clean: rip out tickmode 1 and 2, rename Jobs mode as tickmode 1 - codegen Out of all versions it's fastest, so only going to continue with it vs baseline 0 Tests: compiles
11 Months Ago
Reintroduced inventory.quickcraftdelay This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks. Added a menu item, so its adjustable not just with a convar
11 Months Ago
Merge: from main
11 Months Ago
main -> quick_craft_improvements
11 Months Ago
Flame turret code cleanup
11 Months Ago
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11 Months Ago
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11 Months Ago
merge from linerenderer_lod_fix
11 Months Ago
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time Fixes invisible string lights wires
11 Months Ago
changes on salvaged axe deploy sound
11 Months Ago
Only use the nearest planeFitPoint to the shore when determining if beached or not
11 Months Ago
CurrentThrust uses the Anchored bool not list traversal of anchors
11 Months Ago
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
11 Months Ago
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
11 Months Ago
updated space station building skin video added to store prefabs