134,357 Commits over 4,293 Days - 1.30cph!

23 Days Ago
merge from main
23 Days Ago
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23 Days Ago
merge from naval_update
23 Days Ago
Easel better camera icon, Hide viewmodels when using easel camera, fix hotkey for easel camera
23 Days Ago
Adding ipush door gesture for v4 rig
23 Days Ago
updated idle speed of blendtree
23 Days Ago
Tests: add perf tests for TraceRaysUnsorted and TraceAllUnordered(radius == 0) At 128 rays perf is same, at 8k we get 25% faster without water checks/41% faster with water. Need to profile deeper if we get more wins Tests: ran the new tests
23 Days Ago
m92 animation update export
23 Days Ago
merge from main
23 Days Ago
Burst the rest of buoyancy, now the batched version is 2-3x faster than the original. Still missing some edge cases but its functional for boats.
23 Days Ago
fixed viewmodel prefab issues
23 Days Ago
food box - game model, texture pass and lod pass, updated icon.
23 Days Ago
Clean: reorganize GamePhysics tests into Unit child class Prep for Perf unit tests. Tests: ran all relevant tests, discovered we forgot to implement 1 fully - chasing up separately
23 Days Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
23 Days Ago
Update: made GamePhysics.TraceRays return guaranteed nearest hits - added fast path for TraceRays with maxHits == 1 - Added tests for TraceRaysUnordered, rewrote test for TraceRays to be more thorough Tests: ran unit tests
23 Days Ago
- Reuse list buffer in water collision checks. - Add shared static accessor to TerrainMeta to access terrain position/size from burst. - Make more buoyancy native arrays persistent, reuse them. (temp job allocs seem a lot heavier than just temp allocs.) - Make GetFlowDirection easier to access from burst, not yet burst compiled - Burst compile GetBuoyancyWaterInfoBatched, temporarily remove deep underwater checks from it, we'll move deep water checks to a different code path. Things seem functional, but only slightly faster than the non batched version. A lot of terrain data access still isn't batched.
23 Days Ago
Krieg Backpack respose
23 Days Ago
exported latest paintball gun vm animations
23 Days Ago
fixed an issue where you couldn't actually do finely controlled modifications, moving the brush too slowly actually counted as not having moved the brush at all - significantly easier to make small modifications now and it feels more fluid
23 Days Ago
Gingerbread woman repose
23 Days Ago
paintball gun viewmodel - updated item name & description so it can be found - animator update
23 Days Ago
This can go I think
23 Days Ago
Fix snake not updating lifestory hits and animal kills Fix all new AI not updating lifestory hits
23 Days Ago
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
23 Days Ago
Gingerbread man repose
23 Days Ago
Fix cant start coroutine because object is inactive error
23 Days Ago
quickcraft_improvements -> main
23 Days Ago
Make the Autoturret idle animation run only on the client. This prevents turrets constantly sending network aim direction update packets constantly even when they have no target or are around no players Saves roughly 20KB/s for our big turret base save
23 Days Ago
merge from naval_update
23 Days Ago
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23 Days Ago
Couple test fixes
23 Days Ago
quick_craft_improvements -> main
23 Days Ago
Minor quick craft button cleanup
23 Days Ago
Opening Quick Craft down from 5.50ms to 3.39ms - Minor Cleanup
23 Days Ago
Taper the quick craft rebuild over a few frames with coroutines to half the workload
23 Days Ago
merge from main
23 Days Ago
merge from crosshair_button_release
23 Days Ago
Fix the crosshair preview buttons triggering on pressed instead of released
23 Days Ago
Merge from space_station_weapon_skin
23 Days Ago
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
23 Days Ago
Cherrypick from 139797
23 Days Ago
Cherrypick from 139793
23 Days Ago
Merge from main
23 Days Ago
Merge from naval_update
23 Days Ago
Added admire sounds to the salvaged axe
23 Days Ago
Convert seq_num uint → int
23 Days Ago
rebase on main
23 Days Ago
Merge from main
23 Days Ago
Merge from naval_update/industrial_optim
23 Days Ago
Formatting fixes