reporust_rebootcancel

132,521 Commits over 4,262 Days - 1.30cph!

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.
Yesterday
Merge from boat_repair_fixes
Yesterday
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
Yesterday
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
Yesterday
edited paintball gun 3p anims and vm reload anim edit
Yesterday
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Yesterday
Optim: TraceRaysUnordered - run water traces in parallel to raycasts Not the best impl, but shows improvement for smaller ray counts (where we're not dominated by Verify): * TraceRaysUnordered - 128rays: 0.44ms -> 0.37ms, 1k+ rays same * TraceRays - 128rays: 0.56ms -> 0.50ms, 1k+ rays same Can apply the same to sphere casts as well. Tests: unit tests
Yesterday
merge from boat_optim
Yesterday
merge from naval_update
Yesterday
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Yesterday
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Yesterday
merge from naval_update
Yesterday
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Yesterday
Merge from naval_update
Yesterday
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
Yesterday
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
Yesterday
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
Yesterday
boat_jiggle_fix -> main
Yesterday
- Improved steering all around - Removed the jiggle - Increased far point distance - Allowed 0 movement to be a valid case for the context direction - Gas pedal forces 0 with a 0 movement direction
Yesterday
Scientist Boats: Add hysteresis to the gas pedal. Boats will only reverse provided the dot direction is high enough and the flip gate is open
Yesterday
food box - updated prefab, updated material
Yesterday
food box - added gibs, added transmission
Yesterday
Fixed GrowableGenetics and UpdateResourcePings pool leaks
Yesterday
Fixed boogie board LOD not marked as dynamic
Yesterday
Fixed every impact fx in the deep sea being sand
Yesterday
Merge from oven_optim
Yesterday
boatai_boxing_fix -> main
Yesterday
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
Yesterday
quick_craft_improvements -> main
Yesterday
Phrases update
Yesterday
Dont downcast list type when passing as an argument
Yesterday
Compile fixes