132,219 Commits over 4,262 Days - 1.29cph!
quick_craft_improvements -> main
Minor quick craft button cleanup
Opening Quick Craft down from 5.50ms to 3.39ms
- Minor Cleanup
Taper the quick craft rebuild over a few frames with coroutines to half the workload
merge from crosshair_button_release
Fix the crosshair preview buttons triggering on pressed instead of released
Merge from space_station_weapon_skin
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
Added admire sounds to the salvaged axe
Convert seq_num uint → int
Merge from naval_update/industrial_optim
Rework buffer transfers, all tests now pass
Remove unused method PurchaseUpkeepTime(float)
Fixed a bunch of tests, buffer transfers still failing
merge from solarpanel_tests
Added solar panel tests
Minor SolarPanel class cleanup
Added 15 industrial tests to the test suite
Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
merge from fix_console_thread_cancel -> main
Potential fix for multiple console logging threads running at the same time, causing formatting issues
- cancel the CancellationTokenSource inside Enable() incase it gets called twice (editor only probably)
- cancel the CancellationTokenSource inside Disable() before unsubscribing from the callback
Add debris to roof & triangle roofs
- show debris locations in DrawGizmosSelected()
First iteration of easel bars adjusting for painting size, clean up code
Add ConVar for `use_cached_stability`
- will cause all stability to use `CachedSupportValue()` instead of using `SupportValue()` which will return a different value
- fixes mismatch between what stability is set to, and the stability value read from supports
- should extremely rare situations where certain bases cause infinite stability updates due to the mismatch above
- may cause additional stability updates so locked behind a convar
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
hotreload_serialization_fix_2 -> main
Patch out the rest of the items we dont need: android app support and expose server stuff
- Fixed serializiation layout error from Hot Reload upgrade
- Changed some default settings
Compile fixes after deleting the convar
Quick craft menu shows skins again so you know what skin you are crafting
- Quick Craft menu now updates instantly when inventory changes
- Improve the performance of quick craft, don't delete and respawn buttons everytime: just keep a set list and update them
- Extra profiling
- Remove quickcraftdelay: not needed anymore
Update: started on ShouldParentEntitiesJobs (incorrect name)
- Simplified ShouldParentEntities (also incorrectly named)
Converted CheckForObjUnderFeet to burst jobs, need to do IsClipping internals next (needs a bunch more on the GamePhysics side)
Tests: none, not ready
Update: GamePhysics.TraceRays now supports ignore entities
- Added TraceRealmRays (not unit tested, will do that tomorrow)
- Added unit tests for TraceRays
- TraceRays skips sorting if maxHitsPerTrace is less than 2
Tests: unit tests
- Added pose anim clips for paintball levels
- Added layer and blendtree for balls to animator
- Added ammo count param & tied this to the poses
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
paintball file naming and cleanup
paintball viewmodel prefab fixes, re-exported anims