reporust_rebootcancel

132,548 Commits over 4,262 Days - 1.30cph!

2 Days Ago
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2 Days Ago
exported latest paintaball gun vm anims
2 Days Ago
merge from naval_update
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2 Days Ago
merge from fix_containerioentity_item_syncing -> main
2 Days Ago
Fixed ContainerIOEntities not syncing inventories with item when picked up
2 Days 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
2 Days 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
2 Days Ago
Merge: from main
2 Days Ago
main -> quick_craft_improvements
2 Days Ago
Flame turret code cleanup
2 Days Ago
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2 Days Ago
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2 Days Ago
merge from linerenderer_lod_fix
2 Days Ago
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time Fixes invisible string lights wires
2 Days Ago
changes on salvaged axe deploy sound
2 Days Ago
Only use the nearest planeFitPoint to the shore when determining if beached or not
2 Days Ago
CurrentThrust uses the Anchored bool not list traversal of anchors
2 Days Ago
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
2 Days Ago
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
2 Days Ago
updated space station building skin video added to store prefabs
2 Days Ago
Do the same for the death screen, button is hidden when deep sea is closed Always show the buttons if we are in the deep sea, even if closed
2 Days Ago
Only show the deep sea toggle map button if the deep sea is open
2 Days Ago
merge from naval_update
2 Days Ago
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
2 Days Ago
The "Follow player" map button now automatically switches to the correct view (deepsea/mainland)
2 Days Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: properly cleanup TriggerParent and TriggerParentDelayedExit to avoid invalid invokes running Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
2 Days Ago
Bugfix: properly clean-up TriggerParent and TriggerParentDelayedExit when it gets disabled Reimplements intents of `139965`. Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
2 Days Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: mitigate double trigger exit call on TriggerParent - Bugfix: TriggerParentDelayedExit leaving invalid invokes when editing already existing boat Tests: built a boat, spawned a player on it, edited - no more errors, no extra invokes running
2 Days Ago
Undo of Undo: 139927 (merge: from triggerparentdelayedexit_optim) Will apply the fixes on top with merge
2 Days Ago
Bugfix: TriggerParentDelayedExit - skip entity-delay logic when trigger gets disabled This left invalid invokes running when editing existing player boat, inflating the perf cost Tests: edited existing boat, checked profiler - saw no perf samples gor persistent queue
2 Days Ago
(WIP) Large refactor: Make BaseEntity responsible for calling StartMotion / StopMotion with (potentially) a single array of numbers to mitigate spikes when large entities set into motion.
2 Days Ago
Bugfix: early out when double-remove happens Not sure why yet, but saw the same with double-add before, so going to replicate. Also noticed that we can be tracked, but have null-entitycontents, which leads to wasted Invokes, adding overhead - checking Tests: built boat, spawned npc, went to edit mode - no more errors
2 Days Ago
Fixed slim gap in half wall hard side
2 Days Ago
Added brutalist skin roof top line mesh and conditional prefabs
2 Days Ago
merge from naval_update
2 Days Ago
Flagged steering wheel lock model and effects as dynamic
3 Days Ago
Merge from naval_update
3 Days Ago
Make cooking tests editor only for now
3 Days Ago
Merge from naval_update
3 Days Ago
Industrial NRE checks
3 Days Ago
Update tests to better reflect new update flow
3 Days Ago
Cache HasAttachedStorageAdaptor Don't mark items as dirty every update, only when they pass a 5s increment Eliminates most of the MarkDirty calls and brings the 1000 oven test case under the 0.25ms budget some of the time
3 Days Ago
Split Autoturret into multiple work queues: Ammo, Scan, Tick Keep Aiming/Rotating code in the 66hz loop Move TargetAquisition/Thinking/Firing to a 10hz work queue scheduling loop Around a 0.3ms in improvement (in spikes) on idle with 500 turrets.
3 Days Ago
Convert ovens to a persistent work queue, budgeted to 0.25ms by default In the 1000 oven test case this caps out at processing around 40-50 ovens a frame
3 Days Ago
Added quick add paths for creating byproducts (charcoal) and cooking results (cooked meat or frags, sulphur, etc) This skips creating a new item and triggering the MoveToContainer process if there is already a stack of that item that we can stack onto Reorder ConsumeFuel so that the fuel item is only marked dirty once (was happening twice) Takes the worst case oven cycle for 1000 ovens creating a new item in the same frame from 270kb alloc and 18.3ms to 0b alloc and 4.62ms
3 Days Ago
Split off autoturret ammo updating into its own queue
3 Days Ago
No need to sort rays - we are looping over them all anyway I'm sure theres some minor concerns with the relevant collider 'usually' being first, but the loop isnt the expensive bit The scale of the sorting is
3 Days Ago
Minor cleanup
3 Days Ago
More profiling