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135,514 Commits over 4,324 Days - 1.31cph!

2 Months Ago
Added brutalist skin roof top line mesh and conditional prefabs
2 Months Ago
merge from naval_update
2 Months Ago
Flagged steering wheel lock model and effects as dynamic
2 Months Ago
Merge from naval_update
2 Months Ago
Make cooking tests editor only for now
2 Months Ago
Merge from naval_update
2 Months Ago
Industrial NRE checks
2 Months Ago
Update tests to better reflect new update flow
2 Months Ago
Cache HasAttachedStorageAdaptor Don't mark items as dirty every update, only when they pass a 5s increment Eliminates most of the MarkDirty calls and brings the 1000 oven test case under the 0.25ms budget some of the time
2 Months Ago
Split Autoturret into multiple work queues: Ammo, Scan, Tick Keep Aiming/Rotating code in the 66hz loop Move TargetAquisition/Thinking/Firing to a 10hz work queue scheduling loop Around a 0.3ms in improvement (in spikes) on idle with 500 turrets.
2 Months Ago
Convert ovens to a persistent work queue, budgeted to 0.25ms by default In the 1000 oven test case this caps out at processing around 40-50 ovens a frame
2 Months Ago
Added quick add paths for creating byproducts (charcoal) and cooking results (cooked meat or frags, sulphur, etc) This skips creating a new item and triggering the MoveToContainer process if there is already a stack of that item that we can stack onto Reorder ConsumeFuel so that the fuel item is only marked dirty once (was happening twice) Takes the worst case oven cycle for 1000 ovens creating a new item in the same frame from 270kb alloc and 18.3ms to 0b alloc and 4.62ms
2 Months Ago
Split off autoturret ammo updating into its own queue
2 Months Ago
No need to sort rays - we are looping over them all anyway I'm sure theres some minor concerns with the relevant collider 'usually' being first, but the loop isnt the expensive bit The scale of the sorting is
2 Months Ago
Minor cleanup
2 Months Ago
More profiling
2 Months Ago
Don't need to check peekers if the target isn't a player. Should save us some cycles
2 Months Ago
main -> autoturret_improvements
2 Months Ago
Added debug.spawnOvenStressTest, spawns 1000 ovens with wood and metal ore and turns them on
2 Months Ago
Undo: `139927` (merge: from triggerparentdelayedexit_optim)
2 Months Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens
2 Months Ago
Enable on foundation & triangle foundation
2 Months Ago
Add ability for certain SocketMod_TerrainCheck to count as in-ground when clipped into rock (so we don't introduce bugs on other deployables)
2 Months Ago
* Make instances identifiable by a single never changing integer * Speed up adding/removing instances by using various look up tables to find instances instead of staged linear searching
2 Months Ago
Merge from naval_update
2 Months Ago
Fixed tutorial island error
2 Months Ago
Use Antihack.IsInsideMesh() to determine if a terrain corner is clipped into a rock, fixing foundations placed on top of tall rocks and clipped into it not being buildable
2 Months Ago
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat - Codegen
2 Months Ago
scientist_boat_ai_inaccuracy -> main
2 Months Ago
- Setup customizable properties (servervars) - Codegen
2 Months Ago
adjust bouyancy pausing step
2 Months Ago
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
2 Months Ago
Block pickup of easel when painting is socketed
2 Months Ago
Convert to interface for easel paintables, add photoframe support
2 Months Ago
Merge: from triggerparentdelayedexit_optim - Optim: triggerparent.tickmode 0-3 (0 default) - various implementations for TriggerParent.OnTick execution, can be switched at runtime. Tests: unit tests + building a boat, jumping around on it, trying going under it and climbing ladders and stairs.
2 Months Ago
Update: Codegen Tests: ran "check compile errors"
2 Months Ago
Merge: from main
2 Months Ago
Added space station skin roof top line mesh and conditional prefabs
2 Months Ago
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
2 Months Ago
merge from naval_update
2 Months Ago
Optim: in tickmode 3, run OverlapOBB and TraceRealm queries in parallel Should help in many-boats-players scenarios, in theory Tests: built a boat and jumped around as it was moving
2 Months Ago
Bugfix: SelectNearestNHitsJob - ensure we emit an end if we couldn't select requested number of hits - Added couple early returns to avoid div by 0 issues Tests: rode a boat with tickmode 3
2 Months Ago
Update: initial full version of TriggerParent.ShouldParentEntitiesJobs inlines ToClipping so that we can batch OverlapOBB, but doesn't batch expensive-but-rare checks - need to see if we need this during playtest Tests: built a boat, finished it, enabled tickmode 3, tried jumping on/off the boat
2 Months Ago
Add a convar for debugging the boat ai flipping eject - Codegen
2 Months Ago
main -> mountplayersync_ai_bypass
2 Months Ago
missing_script_errors -> main
2 Months Ago
Update: Added GamePhysics.OverlapOBBs - added basic consistency unit test: TestOverlapOBBsConsistency Tests: ran unit test
2 Months Ago
merge from spacestation_storepages
2 Months Ago
Set sprite atlas enabled in builds only, was pushed by accident
2 Months Ago
Updated space station building skin store page media