reporust_rebootcancel

154,405 Commits over 4,536 Days - 1.42cph!

2 Years Ago
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
2 Years Ago
Only bother getting the trigger parent component should the bike have a driver
2 Years Ago
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
2 Years Ago
Merge from main
2 Years Ago
Remove hotreload plugin
2 Years Ago
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
2 Years Ago
Optim: reimplementing List.Compare to use an inplace algorithm Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected). Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
2 Years Ago
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
2 Years Ago
underwater_divesites scene playable in editor
2 Years Ago
exported wolf run turnleft 150 to run test anim
2 Years Ago
merge from BurstClothFixes
2 Years Ago
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
2 Years Ago
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
2 Years Ago
small ocean wreck buoy initial prefab setup LODs
2 Years Ago
fixed CNY_Spear and SkinningKnife BurstCloth setups - proper gravity values - reduced damping to reasonable values
2 Years Ago
divesite latest
2 Years Ago
Fixed ConversationManager Update NRE
2 Years Ago
merge from main
2 Years Ago
Merge Cargoship Log Spam Fix -> Main
2 Years Ago
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
2 Years Ago
Client compile fix, code cleanup
2 Years Ago
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
2 Years Ago
Initial support for parsing a list of pasted workshop URLS and finding the matching items
2 Years Ago
Prefab tweaks
2 Years Ago
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
2 Years Ago
Update: Adding Pool.FreeUnmanaged overload for MemoryStream Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env. Tests: build only in editor, all targets
2 Years Ago
Wire deployment cancel condition
2 Years Ago
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T> Tests: trivial change, so only built Client+Server
2 Years Ago
LODs prefab update
2 Years Ago
merge from main
2 Years Ago
Switch from pinging servers via their IPs to pinging the entire server list via 4 queries
2 Years Ago
merge from mountable_rotation_fix
2 Years Ago
merge from fix_convar_defaults_server
2 Years Ago
merge from optimize_prewarm_doors
2 Years Ago
merge from triggerbase_fix
2 Years Ago
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
2 Years Ago
Temp model Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
2 Years Ago
Hold RMB to block with the shield (only visible in first person right now) Cannot attack while blocking
2 Years Ago
Hide the left arm of viewmodels when a shield is active (rotated off screen) Hide the viewmodel shield while reloading weapons
2 Years Ago
Let bike driver wield items
2 Years Ago
Updated third and first person animations for rock paper scissors gesture.
2 Years Ago
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2 Years Ago
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
2 Years Ago
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
2 Years Ago
Added a shields inventory loadout for testing Can now use M92 with shields Can no longer ADS while a shield is equipped
2 Years Ago
First pass jungle wall texture for testing brick sizes. Doubled wall thickness in kit. Initial blockout of vertical slice jungle wall segment.
2 Years Ago
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
2 Years Ago
Update: Constraining Pool.Free - Step one * Primary Pool.Free overload now only accepts IPooled types * Secondary overloads added to work with collections (not restricted to IPooled yet). They all call Clear() on the returned pooled container. * Pool.FreeList now just pipes to one of Pool.Free secondary overloads (proper cleanup will be done later - there's 800 occurances of FreeList usage) * Added Pool.FreeUnmanaged as an escape hatch for types that are in the pool but don't implement IPooled interface. Motivation: If we want to avoid leaking memory and reduce potential of "improperly-recycled" pooled objects, so we need a more controlling API for Pool that allows users to avoid misusing it and calling the wrong API by accident. We'll get there by providing a stricter API that checks for users whether it's legal to use it in a particular way. This means I have to write a bunch of boilerplate (overloads + variations) and clean up all the use cases we have(both the types that might benefit from IPooled and all the API usage points). Tests: built all targets for scripts in editor. Didn't do any runtime testing as there's only 1 safe functional change (clearing of collection on return to pool).