reporust_rebootcancel

132,465 Commits over 4,262 Days - 1.30cph!

Fixed menu slider being set to an integer value (now float)
Today
Optim: TriggerParent.TickMode 1 - use cached water and ladder results in UsePlayerUpdateJobs 2 env - codegen This should allow us to skip ~30% of the overall runtime. Can be disabled via TriggerParent.UsePlayerV2Shortcuts 0 (defaults to 1) Tests: none, will check tomorrow once brain is fresh
Menu scene changes (missed file)
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on - Fixed the favouriting button not working (include it in the hash calculations) - Adjusted menu setting
Today
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks Microoptim, but why not Tests: none, trivial change
Today
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet Tests: none, trivial change
Today
Ruins B crate spawn fixes.
Today
Clean: remove a couple TODOs Was worried about a bug, but deeper scrutiny think the code is correct Tests: none, trivial change
Today
Fixed some ore floaters on 2 and 3.
Today
missed a file, apply position to IconWithCount
Today
re-enable mipmaps, fix opacity, polish placement
Today
Clean: refactor TriggerParent.ShouldParentEntitiesJobs - Added profiling scopes No functional changes. This makes data flow easier to track and manage, and helps visualizing stages in perf snapshots. Tests: built a long-boat in tickmode 1, spawend 6 players on it, went to edit mode and back, jumped on-and-off as it was moving
Today
Fixed a couple of overlapping spawns on 4. S2P
Today
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
Today
Bugfix: Add missing Native collection disposal in GamePhysics Audited all of GamePhysics, looks to be the only cases that slipped in Tests: unit tests + built a boat with tickmode 1
Today
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
Today
merge from naval_update
Today
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Today
exported latest paintaball gun vm anims
Today
merge from naval_update
Today
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Today
merge from fix_containerioentity_item_syncing -> main
Today
Fixed ContainerIOEntities not syncing inventories with item when picked up
Today
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
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
Today
Merge: from main
main -> quick_craft_improvements
Yesterday
Flame turret code cleanup
Yesterday
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Yesterday
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Yesterday
merge from linerenderer_lod_fix
Yesterday
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time Fixes invisible string lights wires
Yesterday
changes on salvaged axe deploy sound
Yesterday
Only use the nearest planeFitPoint to the shore when determining if beached or not
Yesterday
CurrentThrust uses the Anchored bool not list traversal of anchors
Yesterday
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
Yesterday
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
Yesterday
updated space station building skin video added to store prefabs
Yesterday
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
Yesterday
Only show the deep sea toggle map button if the deep sea is open
Yesterday
merge from naval_update
Yesterday
Fixed PatrolHelicopter.UpdateEffects NRE when entering/leaving deep sea with patrol heli active
Yesterday
The "Follow player" map button now automatically switches to the correct view (deepsea/mainland)
Yesterday
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
Yesterday
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
Yesterday
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
Yesterday
Undo of Undo: 139927 (merge: from triggerparentdelayedexit_optim) Will apply the fixes on top with merge
Yesterday
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
Yesterday
(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.
Yesterday
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