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132,544 Commits over 4,262 Days - 1.30cph!

Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars Wasn't an issue before but we are getting more and more syncvars so its worth it now
auto_populate_entitylist -> main
Compile fix
auto_populate_entitylist -> main
Today
Fixed a tarp on the elevator shaft that had LOD1 at a different position
Today
Add convar for painting autosave timer duration
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
Today
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Today
Restored the CanFire check
Today
Code cleanup while im here
Today
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Today
merge from commandblock_tests
Today
Swap some expected's and actual's in TestHBHFSensor
Today
Apply fixes from Flaviens shelf, regenerate testlist
Today
added new sounds for knife admire acrtion
Today
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.
Yesterday
merge from main
Yesterday
Merge: from main
Yesterday
added new sounds for salvaged axe admire action
Yesterday
merge from main
Yesterday
new sounds added and implemented for the salvaged icepick
Yesterday
merge from standardized_health_display_conditions -> main
Yesterday
merge from main
Yesterday
merge from shield_stats_display_workbench -> main
Yesterday
merge from flameturret_optims
Yesterday
merge from flameturret_optims/tests
Yesterday
quick_craft_improvements -> main
Yesterday
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
Yesterday
Minor change to the new RemovePlayer method in BuildingPrivlidge
Yesterday
merge from flameturret_optims/tests
Yesterday
Compile fixes
Yesterday
More flame turret tests
Yesterday
Misisng meta file
Yesterday
main -> quick_craft_improvements
Yesterday
merge from naval_update
Yesterday
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
Yesterday
First pass textures and LOD0 of scrap component box (still WIP)
Yesterday
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
Yesterday
added slope collision on security barge
Yesterday
Added some flame turret tests
Yesterday
Missed file
Yesterday
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
Yesterday
Merge from boat_repair_fixes
Yesterday
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
Yesterday
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
Yesterday
edited paintball gun 3p anims and vm reload anim edit
Yesterday
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Yesterday
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
Yesterday
merge from boat_optim
Yesterday
merge from naval_update