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132,499 Commits over 4,262 Days - 1.30cph!

1 Hour Ago
Gun trap building privilege tests
1 Hour Ago
Fix instance offsets, and LOD border calculations when using some LOD distance values Add debug validation toggle to system Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
1 Hour Ago
Added AssertTrueForDuration custom yield instruction
2 Hours Ago
Added some shotgun trap tests
3 Hours Ago
syncvar_autosave_trimming -> main
3 Hours Ago
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars Wasn't an issue before but we are getting more and more syncvars so its worth it now
3 Hours Ago
auto_populate_entitylist -> main
3 Hours Ago
Compile fix
3 Hours Ago
auto_populate_entitylist -> main
3 Hours Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
5 Hours Ago
Add convar for painting autosave timer duration
5 Hours 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
5 Hours Ago
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5 Hours Ago
Restored the CanFire check
6 Hours Ago
Code cleanup while im here
Today
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Today
merge from commandblock_tests
Today
Swap some expected's and actual's in TestHBHFSensor
Today
Apply fixes from Flaviens shelf, regenerate testlist
Today
added new sounds for knife admire acrtion
Today
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.
Today
merge from main
Today
Merge: from main
Today
added new sounds for salvaged axe admire action
Today
merge from main
Today
new sounds added and implemented for the salvaged icepick
Today
merge from standardized_health_display_conditions -> main
Today
merge from main
Today
merge from shield_stats_display_workbench -> main
Today
merge from flameturret_optims
Today
merge from flameturret_optims/tests
quick_craft_improvements -> main
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
Today
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.