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124,057 Commits over 4,171 Days - 1.24cph!

1 Year Ago
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
1 Year Ago
Update: Constraining Pool.Free - Step one * Primary Pool.Free overload now only accepts IPooled types * Secondary overloads added to work with collections (not restricted to IPooled yet). They all call Clear() on the returned pooled container. * Pool.FreeList now just pipes to one of Pool.Free secondary overloads (proper cleanup will be done later - there's 800 occurances of FreeList usage) * Added Pool.FreeUnmanaged as an escape hatch for types that are in the pool but don't implement IPooled interface. Motivation: If we want to avoid leaking memory and reduce potential of "improperly-recycled" pooled objects, so we need a more controlling API for Pool that allows users to avoid misusing it and calling the wrong API by accident. We'll get there by providing a stricter API that checks for users whether it's legal to use it in a particular way. This means I have to write a bunch of boilerplate (overloads + variations) and clean up all the use cases we have(both the types that might benefit from IPooled and all the API usage points). Tests: built all targets for scripts in editor. Didn't do any runtime testing as there's only 1 safe functional change (clearing of collection on return to pool).
1 Year Ago
frontier hatchet updates - 3p entity set up - icon set up - worldmodel set up - projectile set up
1 Year Ago
Clean: Nuking SimpleList.cs Nothing uses it anymore, and it's superseeded by BufferList. Tests: All targets in editor built succesfully
1 Year Ago
Update: Replacing SimpleArray uses with BufferList. BufferList also avoids allocations when default-constructed. There's 2 reasons for this change: they're functionally the same(with a small change for default BufferList), but BufferList offers more. Also, and the primary reason, it allows me to refer to the type at a lower assembly level (Facepunch) so that I can continue making Pool's API more strict. Tests: checked all "targets" build in Unity, no runtime tests (well, editor runs this code outside of playmode as well, so there's that)
1 Year Ago
Merge from main
1 Year Ago
Merge from nexus
1 Year Ago
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1 Year Ago
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1 Year Ago
Merge main
1 Year Ago
Bike Cargoship Parent -> Main
1 Year Ago
Clipping check doesn't apply to parent objects
1 Year Ago
Line of sight checks when placing down the wire
1 Year Ago
merge from main
1 Year Ago
Hot air balloon compile fix
1 Year Ago
subtracting 101159 - sinceLastBlast compile
1 Year Ago
Update: Inlining PoolCollection::Fill implementation into Pool In order for us to unify TakeX/FreeX custom methods into a single overload set, we need to unify their constraints. This removes one new T() call from 2 calls in PoolCollectionm which is first step towards removing new() constraint on PoolCollection(and instead preserving it on Pool APIs). Also left a note about thread safety - luckily right now everything is used in a safe manner
1 Year Ago
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1 Year Ago
merge from nexus
1 Year Ago
merge from shaky_legs_fix
1 Year Ago
merge from underwater_tweaks
1 Year Ago
Prevent bike parented objects from killing the player should the bike be stationary
1 Year Ago
merge from twitch_drops_delete_fix
1 Year Ago
Elevator Max Height Increase -> Main
1 Year Ago
merge from BurstClothTestBed
1 Year Ago
undoing some unintentional changes from merges
1 Year Ago
Simplification: avoid double hash calculation when pushing new elements into the Pool in editor
1 Year Ago
Fix parenting issues Don't allow throwing melee weapons while a shield is equipped
1 Year Ago
Controlling recorder window from code test. Creating target gameobject test.
1 Year Ago
merge from audio_import_music_clips
1 Year Ago
S2P everything
1 Year Ago
Initial implementation work Created placeholder item and entity Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
1 Year Ago
Merge Bikes -> main
1 Year Ago
Fix temp setting
1 Year Ago
Improved sidecar jitter. Use the full interpolation time for the sidecar angle.
1 Year Ago
Convert BiomeVisuals -> BiomeVisuals again, minus the moss prefabs
1 Year Ago
Fix renderer being added to root of BiomeVisuals2 when it's not in the default position
1 Year Ago
Merge main -> Bikes
1 Year Ago
Removed unnecessary sidecar bike params
1 Year Ago
Fixed motorbike ragdoll force not being correctly clamped
1 Year Ago
Merge HelicopterParticleFix -> main
1 Year Ago
Merge Bikes -> main
1 Year Ago
Fixed bike roll not applying while reversing, plus other adjustments to improve the feel of reverse in all bikes
1 Year Ago
More eager cancelling for cached server browser ping query
1 Year Ago
Bikes steer less when reversing. The highly-forward steering bias makes them not steer too logically in reverse otherwise
1 Year Ago
Reduced pitch stab factor slightly
1 Year Ago
Was a little bit extreme. Made it 33% faster instead of 50%
1 Year Ago
Ground vehicle steering now returns 50% faster if the new target steer angle is opposite to the current steer angle. That is to say, if you're just releasing the turn key, it'll lerp back as before. If you're switching from turning left to turning right, or vice versa, it'll lerp 50% faster
1 Year Ago
Adjust position of industrial adaptor and lock slots slightly to better fit the model
1 Year Ago
Merge from main