reporust_rebootcancel

135,846 Commits over 4,324 Days - 1.31cph!

2 Months Ago
Added some shotgun trap tests
2 Months Ago
syncvar_autosave_trimming -> main
2 Months 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
2 Months Ago
auto_populate_entitylist -> main
2 Months Ago
Compile fix
2 Months Ago
auto_populate_entitylist -> main
2 Months Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
2 Months Ago
Add convar for painting autosave timer duration
2 Months 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
2 Months Ago
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2 Months Ago
Restored the CanFire check
2 Months Ago
Code cleanup while im here
2 Months Ago
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2 Months Ago
merge from commandblock_tests
2 Months Ago
Swap some expected's and actual's in TestHBHFSensor
2 Months Ago
Apply fixes from Flaviens shelf, regenerate testlist
2 Months Ago
added new sounds for knife admire acrtion
2 Months Ago
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.
2 Months Ago
merge from main
2 Months Ago
Merge: from main
2 Months Ago
added new sounds for salvaged axe admire action
2 Months Ago
merge from main
2 Months Ago
new sounds added and implemented for the salvaged icepick
2 Months Ago
merge from standardized_health_display_conditions -> main
2 Months Ago
merge from main
2 Months Ago
merge from shield_stats_display_workbench -> main
2 Months Ago
merge from flameturret_optims
2 Months Ago
merge from flameturret_optims/tests
2 Months Ago
quick_craft_improvements -> main
2 Months Ago
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
2 Months Ago
Minor change to the new RemovePlayer method in BuildingPrivlidge
2 Months Ago
merge from flameturret_optims/tests
2 Months Ago
Compile fixes
2 Months Ago
More flame turret tests
2 Months Ago
Misisng meta file
2 Months Ago
main -> quick_craft_improvements
2 Months Ago
merge from naval_update
2 Months Ago
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
2 Months Ago
First pass textures and LOD0 of scrap component box (still WIP)
2 Months Ago
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
2 Months Ago
added slope collision on security barge
2 Months Ago
Added some flame turret tests
2 Months Ago
Missed file
2 Months Ago
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
2 Months Ago
Merge from boat_repair_fixes
2 Months Ago
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
2 Months Ago
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
2 Months Ago
edited paintball gun 3p anims and vm reload anim edit
2 Months Ago
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2 Months Ago
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