reporust_rebootcancel

135,749 Commits over 4,324 Days - 1.31cph!

2 Months Ago
edited paintball gun 3p anims and vm reload anim edit
2 Months Ago
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2 Months Ago
Optim: TraceRaysUnordered - run water traces in parallel to raycasts Not the best impl, but shows improvement for smaller ray counts (where we're not dominated by Verify): * TraceRaysUnordered - 128rays: 0.44ms -> 0.37ms, 1k+ rays same * TraceRays - 128rays: 0.56ms -> 0.50ms, 1k+ rays same Can apply the same to sphere casts as well. Tests: unit tests
2 Months Ago
merge from boat_optim
2 Months Ago
merge from naval_update
2 Months Ago
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2 Months Ago
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2 Months Ago
merge from naval_update
2 Months Ago
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
2 Months Ago
Merge from naval_update
2 Months Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
2 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
2 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)
2 Months Ago
boat_jiggle_fix -> main
2 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
2 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
2 Months Ago
food box - updated prefab, updated material
2 Months Ago
food box - added gibs, added transmission
2 Months Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
2 Months Ago
Fixed boogie board LOD not marked as dynamic
2 Months Ago
Fixed every impact fx in the deep sea being sand
2 Months Ago
Merge from oven_optim
2 Months Ago
boatai_boxing_fix -> main
2 Months Ago
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
2 Months Ago
quick_craft_improvements -> main
2 Months Ago
Phrases update
2 Months Ago
Dont downcast list type when passing as an argument
2 Months Ago
Compile fixes
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
fix pooled list leak for physics tumbling entity
2 Months Ago
merge from loaded_ammo_type_indicators -> main
2 Months Ago
merge from main
2 Months Ago
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
2 Months Ago
Fixed menu slider being set to an integer value (now float)
2 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
2 Months Ago
Menu scene changes (missed file)
2 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
2 Months Ago
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks Microoptim, but why not Tests: none, trivial change
2 Months Ago
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet Tests: none, trivial change
2 Months Ago
Ruins B crate spawn fixes.
2 Months Ago
Clean: remove a couple TODOs Was worried about a bug, but deeper scrutiny think the code is correct Tests: none, trivial change
2 Months Ago
Fixed some ore floaters on 2 and 3.
2 Months Ago
missed a file, apply position to IconWithCount
2 Months Ago
re-enable mipmaps, fix opacity, polish placement
2 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
2 Months Ago
Fixed a couple of overlapping spawns on 4. S2P
2 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
2 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
2 Months Ago
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off