reporust_rebootcancel

140,497 Commits over 4,536 Days - 1.29cph!

2 Years Ago
Ported the ammo models from the other branch. 3rd person reload FX with new IK fixer.
2 Years Ago
Rock_formation_huge Created all variants, LODs, colliders, prefabs and baked LODs
2 Years Ago
merge from main
2 Years Ago
Have wolves eat corpses and meat Fix wolves thinking they already finished moving instead of waiting for the async path request result
2 Years Ago
Applying shelved work: Support for skins that aren't approved yet, process rework, error handling, logging, fixes, etc
2 Years Ago
Update: Switch to Dynamic measurements for Pool perf tests - Also moved the tests into it's own nested class since there'll be more in the future. Surprised this is not default behavior, but ah well. It does run less measurements, so it avoids random spikes. Tests: ran the pool perf tests, results line up with previous
2 Years Ago
Skin bundle update
2 Years Ago
Bugfix: Avoid perf degradation with many small Perf Test iterations Was caused by aggressive GC invocation, which I just ripped out - there's a better alternatives if it's truly needed. Tests: Ran the Pool bench tests, execution time went down from 3m to 3-5s
2 Years Ago
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger - Simple BitArray for static, brute-force through dynamics due to tiny count - train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
2 Years Ago
Bugfix: Avoid tracking allocations from Setup/Cleanup This fixes the bug that was invalidating measurement tracking. That said, this causes a perf regression because ExecuteSingleIteration is slow - will fix in next CL. Tests: Observed a reduction in allocation calls for Pool perf test (but not to 0, as it's picking up allocations from GC.Collect)
2 Years Ago
New: Adding PoolTests allocation perf test Estimates the allocation speed compared to basic heap alloc when we have full capacity available. This is just for perf testing package validation(revealed 2 bugs). Tests: ran it and validated results in the Test Report window
2 Years Ago
Add: Adding Performance Test Framework(v3.0.3) as a source package While evaluating I discovered a couple issues, so will be patching it over time Tests: wrote a pool perf test, it ran
2 Years Ago
world_update_2/logpile_fixes -> world_update_2
2 Years Ago
Rebalanced wood pile to 1k with hatchet
2 Years Ago
Fixed Jackhammer causing RPC Error when used on legacy wood piles
2 Years Ago
fixed bird shit decal projecting on decal layer0
2 Years Ago
Heli Error Spam Fix -> Main
2 Years Ago
Revert heli dynamic height Should prevent error spam
2 Years Ago
world_update_2/radioactive_water -> world_update_2
2 Years Ago
Fixed server build error
2 Years Ago
Merge radioactive_water -> world_update_2
2 Years Ago
Added --main container too
2 Years Ago
Merge: from main Tests: built all modes in editor
2 Years Ago
Update: document and test StringView.IndexOf Tests: ran the new unit tests
2 Years Ago
Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
2 Years Ago
Streamline wolf interruption behaviour, assign target upon hearing noise
2 Years Ago
Polish and budget NPC hearing, reduce charge range
2 Years Ago
Radtown no build increased Dropzone position change S2P
2 Years Ago
softened canyon_a pinch
2 Years Ago
removed hurt volume from the frontier gate
2 Years Ago
fixed offsets in the frontier gate prefab setup renderer lod on the frontier wall variants
2 Years Ago
WIP editor for TweakUIPresetSelect for easier editing of preset blocks
2 Years Ago
Applied new changes to ak for testing
2 Years Ago
Exposed support for IK hint on left hand
2 Years Ago
Simplified editing process, eliminated a few button presses
2 Years Ago
Military tunnels S2P
2 Years Ago
Arctic base S2P
2 Years Ago
Similarly, increased the player check radius on BaseSpawnPoint from hard-coded 2m to 10m. Added OnDrawGizmos to BaseSpawnPoint to visualise the radius. Due to how this is implemented, RadialSpawnPoint now uses 10m by default as well, but I've increased it to 20m manually for all scientist spawns. 10m is probably a better default anyway since we use the same spawn script for barrels etc as well.
2 Years Ago
Added playerCheckMargin as an additional margin around the spawn radius for human player checks in RadialSpawnPoint. New default value is 20m. Previously this used a const of 1m, so this does significantly change the behaviour of all existing RadialSpawnPoint users, but it prevents NPCs spawning closely to players.
2 Years Ago
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
2 Years Ago
More robust code for RefreshLockState
2 Years Ago
Hopefully fixed modular car code lock showing green light instead of the intended red after moving out of network range and back
2 Years Ago
Update model components, disable deprecated stuff
2 Years Ago
Updated aim data
2 Years Ago
Fix conflicting right hand aim
2 Years Ago
Added wallpaper pack icon
2 Years Ago
lods and collision for frontier walls
2 Years Ago
Fixed deployables being placeable on the digital clock
2 Years Ago
Changed GCO category to Weapons
2 Years Ago
merge from main