reporust_rebootcancel

155,226 Commits over 4,536 Days - 1.43cph!

9 Months Ago
Merge from naval_update
9 Months Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
9 Months Ago
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
9 Months Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
9 Months Ago
boat_jiggle_fix -> main
9 Months Ago
- Improved steering all around - Removed the jiggle - Increased far point distance - Allowed 0 movement to be a valid case for the context direction - Gas pedal forces 0 with a 0 movement direction
9 Months Ago
Scientist Boats: Add hysteresis to the gas pedal. Boats will only reverse provided the dot direction is high enough and the flip gate is open
9 Months Ago
food box - updated prefab, updated material
9 Months Ago
food box - added gibs, added transmission
10 Months Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
10 Months Ago
Fixed boogie board LOD not marked as dynamic
10 Months Ago
Fixed every impact fx in the deep sea being sand
10 Months Ago
Merge from oven_optim
10 Months Ago
boatai_boxing_fix -> main
10 Months Ago
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
10 Months Ago
quick_craft_improvements -> main
10 Months Ago
Phrases update
10 Months Ago
Dont downcast list type when passing as an argument
10 Months Ago
Compile fixes
10 Months Ago
Merge from parent
10 Months Ago
Merge from main
10 Months Ago
fix pooled list leak for physics tumbling entity
10 Months Ago
merge from loaded_ammo_type_indicators -> main
10 Months Ago
merge from main
10 Months Ago
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
10 Months Ago
Fixed menu slider being set to an integer value (now float)
10 Months Ago
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
10 Months Ago
Menu scene changes (missed file)
10 Months Ago
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
10 Months Ago
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks Microoptim, but why not Tests: none, trivial change
10 Months Ago
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet Tests: none, trivial change
10 Months Ago
Ruins B crate spawn fixes.
10 Months Ago
Clean: remove a couple TODOs Was worried about a bug, but deeper scrutiny think the code is correct Tests: none, trivial change
10 Months Ago
Fixed some ore floaters on 2 and 3.
10 Months Ago
missed a file, apply position to IconWithCount
10 Months Ago
re-enable mipmaps, fix opacity, polish placement
10 Months Ago
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
10 Months Ago
Fixed a couple of overlapping spawns on 4. S2P
10 Months Ago
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
10 Months Ago
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
10 Months Ago
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
10 Months Ago
merge from naval_update
10 Months Ago
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10 Months Ago
exported latest paintaball gun vm anims
10 Months Ago
merge from naval_update
10 Months Ago
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10 Months Ago
merge from fix_containerioentity_item_syncing -> main
10 Months Ago
Fixed ContainerIOEntities not syncing inventories with item when picked up
10 Months 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
10 Months 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