reporust_rebootcancel

117,103 Commits over 3,987 Days - 1.22cph!

Today
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
Today
Unsaved
Today
Better vine visual rotation handling, use burst cloth for now
Today
Baseline
Yesterday
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
Yesterday
Rough process for preventing multiple vines from overlapping when parked
Yesterday
▌▇▍▆▅▄▅ ▊▅▊▅▅▌▉▉▄
Yesterday
▇▄▆ ▄▊▆▊▅▄▆ ▇█▆▄▌█
Yesterday
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
Yesterday
Merge from main
Yesterday
sunkenknife 4k textures and material
Yesterday
Bugfix: don't leak WaterLevel's persistent allocations Currently only allocating on Server, since no other code actively relies on this. Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
Yesterday
update manifest for icon
Yesterday
viewmodel prefab setup
Yesterday
adjusted sunken knife icon updated prefabs
Yesterday
▅▊▊▇▄▆
Yesterday
bee_ux_improvements -> main
Yesterday
Bow setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_bow anims - tweaked 3p anims so fingers place correctly on string at rest and when aiming
Yesterday
missing files
Yesterday
Clean: remove dead batch method Tests: compiles in SERVER+CLIENT
Yesterday
Clean: simplify GetWaterLevels code by using NativeArray.Expand Tests: ran unit tests
Yesterday
Optim: use persistent buffers inside GetWaterInfos - Still have a TODO on managing their lifecycle - imrpvoved NativeArray.Expand to allow skipping of copying and using uninitialized allocs (opt-in) Very minor effect on timings, but allows us to avoid sync points in managed runtime, should we go towards these optims. Tests: ran unit tests
Yesterday
Jungle ground foliage / tweaked all spawn settings / optimized densities / added rest areas / optimized geometry Tweaked materials and colors Tweaked ground color
Yesterday
Optim: replace WaterInfo resolving amnaged loop with a Burst job 1k sample point GetWaterInfos perf test runs in 1.9ms (previous was 2.45ms) Tests: ran unit tests
Yesterday
Optim: use Burst jobs to process results from GetIgnore entity heads Only one managed loop left Tests: run uit tests (though I don't have a test case for entities partially within WaterVolume)
Yesterday
Clean: replace a magic number with a named constant Tests: unit tests
Yesterday
Optim: replace secondary query setup managed loop with a Burst job Tests: unit tests
Yesterday
revert_project_file -> main
Yesterday
Correct one
Yesterday
Yesterday
Optim: recache water heights from WaterVolumes using a Burst job - also fixes a bug with invalid indexing that I introduced earlier today Tests: unit tests
Yesterday
▊▌▊▄▄▋▅_▄▊▍ -> ▋▉▍█
Yesterday
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes Noticed a bug while converting internal logic to burst job that wasn't picked up by test Tests: ran unit tests, now correctly detects an issue - will fix next.
Yesterday
▊▆▆▊▅▍▆_▄▇▅ -> ▆▍▉▇
Yesterday
▅▍▉█▊▅▋ ▉▆▌▉▆▌ ▌▅▄▍▉▌▅▊▉▍▌
Yesterday
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
Yesterday
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
Yesterday
▉█▄▇█ ▋▉▄▊▍ ▌▇█▆▊ ▍▌█ ▋▆▄▇▅▄▅ ▅▌ ▇▍▅▄▇▌▋ ▉▊▆▋█ ▌▇▌▋▍▊▋▄ ▍▅▇ ▆▄▄▍▉▅▇▄
Yesterday
▍▅▇▅▍ ▌▄▉█▊ ▅▉▋▋
Yesterday
█▌▊▍▉▄
Yesterday
▍▉▍▋▄▅▅ ▉▆▌▊▍ ▇▋▉▄▉ ▉▊▄▊▉▊▄▌▆ ▇█▄▋▍▊▊ ▊▉▉ ▋▋▍ ▅▄▄▄▉▅▄▄ ▍▌▍▌▊ ▌▇▍▇▍▍▌▌▌ ▋█▉▍ ▄▆▋ ▅▍▆▌ ▊▉ ▄▉▉ ▄▍▋▅▇▊▅▌▆▋▇
Yesterday
Files for deployment zone visualization.
Yesterday
Update: use GetIgnoreIndirect(vec3, float, ...) Further simplifies code and reduces the number of temp NativeArrays we need Tests: unit tests
Yesterday
merge from fix_spawnitem_ownership -> main
Yesterday
Fix item ownership not applying when using `spawnitem` command
Yesterday
Merge from vram_budget: Experimental new texture streaming
Yesterday
Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come Tests: ran unit tests
Yesterday
merge from ownership_barrel_fix -> main
Yesterday
Fix item ownership not applying to items from barrels
Yesterday
Add a tip telling you what to do if you're attacked by bees