reporust_rebootcancel

132,271 Commits over 4,262 Days - 1.29cph!

Yesterday
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Yesterday
Couple test fixes
Yesterday
quick_craft_improvements -> main
Yesterday
Minor quick craft button cleanup
Yesterday
Opening Quick Craft down from 5.50ms to 3.39ms - Minor Cleanup
Yesterday
Taper the quick craft rebuild over a few frames with coroutines to half the workload
Yesterday
merge from main
Yesterday
merge from crosshair_button_release
Yesterday
Fix the crosshair preview buttons triggering on pressed instead of released
Yesterday
Merge from space_station_weapon_skin
Yesterday
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
Yesterday
Cherrypick from 139797
Yesterday
Cherrypick from 139793
Yesterday
Merge from main
Yesterday
Merge from naval_update
Yesterday
Added admire sounds to the salvaged axe
Yesterday
Convert seq_num uint → int
Yesterday
rebase on main
Yesterday
Merge from main
Yesterday
Merge from naval_update/industrial_optim
Yesterday
Formatting fixes
Yesterday
Rework buffer transfers, all tests now pass
Yesterday
Remove unused method PurchaseUpkeepTime(float)
Yesterday
Fixed a bunch of tests, buffer transfers still failing
Yesterday
merge from solarpanel_tests
Yesterday
Added solar panel tests Minor SolarPanel class cleanup
Yesterday
Merge from naval_update
Yesterday
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios
Yesterday
merge from fix_console_thread_cancel -> main
Yesterday
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
Yesterday
Add debris to roof & triangle roofs - show debris locations in DrawGizmosSelected()
Yesterday
First iteration of easel bars adjusting for painting size, clean up code
Yesterday
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
Yesterday
merge from main
Yesterday
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
Yesterday
hotreload_serialization_fix_2 -> main
Yesterday
Patch out the rest of the items we dont need: android app support and expose server stuff
Yesterday
Compile fix
Yesterday
Re-apply Jarryds changes on 112808, 112812 and 112814
Yesterday
- Fixed serializiation layout error from Hot Reload upgrade - Changed some default settings
Yesterday
Subtract 139721
Yesterday
Compile fixes after deleting the convar
Yesterday
Quick craft menu shows skins again so you know what skin you are crafting
Yesterday
- 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
Yesterday
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
Yesterday
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
Yesterday
- Added pose anim clips for paintball levels - Added layer and blendtree for balls to animator - Added ammo count param & tied this to the poses
2 Days Ago
naming updates
2 Days Ago
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
2 Days Ago
animator naming update