reporust_rebootcancel

132,489 Commits over 4,262 Days - 1.30cph!

44 Minutes Ago
Add convar for painting autosave timer duration
1 Hour Ago
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
1 Hour Ago
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1 Hour Ago
Restored the CanFire check
1 Hour Ago
Code cleanup while im here
2 Hours Ago
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3 Hours Ago
merge from commandblock_tests
4 Hours Ago
Swap some expected's and actual's in TestHBHFSensor
4 Hours Ago
Apply fixes from Flaviens shelf, regenerate testlist
4 Hours Ago
added new sounds for knife admire acrtion
4 Hours Ago
Merge: from triggerparentdelayedexit_optim - Optim: improve performance of GamePhysics.TraceRays family of queries - Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
4 Hours Ago
merge from main
4 Hours Ago
Merge: from main
5 Hours Ago
added new sounds for salvaged axe admire action
5 Hours Ago
merge from main
5 Hours Ago
new sounds added and implemented for the salvaged icepick
5 Hours Ago
merge from standardized_health_display_conditions -> main
6 Hours Ago
merge from main
6 Hours Ago
merge from shield_stats_display_workbench -> main
6 Hours Ago
merge from flameturret_optims
6 Hours Ago
merge from flameturret_optims/tests
6 Hours Ago
quick_craft_improvements -> main
6 Hours Ago
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
6 Hours Ago
Minor change to the new RemovePlayer method in BuildingPrivlidge
Today
merge from flameturret_optims/tests
Today
Compile fixes
Today
More flame turret tests
Today
Misisng meta file
main -> quick_craft_improvements
Today
merge from naval_update
Today
Pass over all the boat blocks themselves Reset scaled colliders, resolve duplicate bone names, add model components as needed, ran manifest Fixes more offset / scaled / missing impact effects and stringpool warnings
Today
First pass textures and LOD0 of scrap component box (still WIP)
Today
Optim: TraceRaysUnordered - optimize collider validation using burst jobs - added UtilityJobs.FlipBoolJob and ScatterToJob<T> This brings costs down across the board: * 128 rays - 0.37ms -> 0.25ms, 33% improvement (serial was 0.49ms, 49%) * 1k rays - 2.59ms -> 1ms, 61% (serial was 4.33ms, 77%) * 8k rays - 18.9ms -> 6.26ms, 67% (serial was 34.79ms, 82%) Tests: unit tests
Today
added slope collision on security barge
Today
Added some flame turret tests
Today
Missed file
Today
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
Today
Merge from boat_repair_fixes
Today
Use collider cleanup tool to reset scaled transforms on all windows, embrasures, window bars, ladder hatches Should fix scaled impact effects and C4 getting stretched when stuck to their colliders
Today
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
Today
edited paintball gun 3p anims and vm reload anim edit
Today
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Today
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
Today
merge from boat_optim
Today
merge from naval_update
Today
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Today
merge from naval_update
Today
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Today
Merge from naval_update