134,245 Commits over 4,262 Days - 1.31cph!

33 Minutes Ago
M92 textures polish
38 Minutes Ago
merge from blackjackmachine_optims
45 Minutes Ago
Reduced blackjack machine canvases culling distance
48 Minutes Ago
Added CanvasGroupEx (some helper methods to toggle them in one go)
48 Minutes Ago
Reworked the blackjack worldspace UI screens to use less canvases, reduced from 172 to 4 Fixes UpdateCanvasRectTransform time blowing up when near a blackjack machine
1 Hour Ago
GetWorldVelocity of the boat once instead of for every block
1 Hour Ago
Only check against other hull blocks, not all blocks. Don't run UpdateSplashFx at all on non hull blocks. 1.85ms to 0.65ms in a quick test with 6 simple boats. Stiil seems to function ok.
1 Hour Ago
setup lr300 space animations for player update
1 Hour Ago
added knife throw movement sounds
1 Hour Ago
Additional profiling for boat water effects
1 Hour Ago
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1 Hour Ago
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3 Hours Ago
Merge: from analytics_std_dev_fix - Bugfix: fix for invalid std_dev calculation Tests: none, trivial change
3 Hours Ago
Update: always record high and low percentile telemetry for non-game mode It's a smidge more data, but makes building dashboards easier Tests: none, trivial change
3 Hours Ago
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number Tests: none, trivial change
3 Hours Ago
Balanced darkness of metals in scrap component box
3 Hours Ago
Testing re-adding rendererbatch to boat pieces
3 Hours Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: shooting a weapon can cause NREs on the client Tests: shot in the sky with a bunch of bursts - no NREs
3 Hours Ago
Bugfix: VerifyRays - avoid trying to read hit array outside of working area I asssumed we always call it with tightly-sized arrays, but it's not the case on client Tests: shot in the sky with a couple bursts - no NREs
4 Hours Ago
M92 weapon refresh anim updates
4 Hours Ago
Reduced workcart train cockpit canvas LOD distance Also disabled it by default so its not always enabled until someone turn the engine on and off
4 Hours Ago
merge from workcart_canvas_fix
4 Hours Ago
Updated textures and model for scrap component box
5 Hours Ago
merge from shotguntrap_optims/tests
5 Hours Ago
merge from shotguntrap_optims
Today
Fix server build
Today
rebase on main
Today
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
Today
wood box - prefab tweaks
Today
* Renamed TransformMemory to MotionList (as it should be) * Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment. * Fixed exception caused by removing elements from the set while iterating
Today
Use negative handles for fallback memory
Today
wood box - added greybox model, prefab initialization, item created, temp icon created, manifest updated, icon manifest updated, localization updated.
Today
Remove InstanceHandle and use a simple integer instead
Today
* Added generic NativeMultiList to replace InstanceHandleList (WIP) * Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num * Simplified MotionList add/removal procedures to HashSet operations * Cleared up function naming in BaseEntity.Client.Motion.cs * Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop * Removed IMotionParent interface because it caused more confusion than anything else * Correctly dispose of the hash set storing child instances when an entity is destroyed
Today
Gun trap building privilege tests
Today
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
Today
Added AssertTrueForDuration custom yield instruction
Today
Added some shotgun trap tests
syncvar_autosave_trimming -> main
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
auto_populate_entitylist -> main
Compile fix
auto_populate_entitylist -> main
Today
Fixed a tarp on the elevator shaft that had LOD1 at a different position
Today
Disable all unused FreeImage plugins Block fs_ convars from Lua Minor cleanups (whitespace) TTT: Remove usages of PANEL:SetDisabled * Also made "Confirm Death" button get disabled if pressed, like "Call Detective" does. Remove usages of Panel:GetDisabled for base game Disabled DMenuOption adjustments * Clicking disabled options no longer closes all menus * Disabled options no longer react to hover events (visually) Delete unused `showhitlocation` convar Micro optimizations for Matrix() & Entity:GetBoneMatrix Micro optimizations for some Vector stuff * Vector global, __div, __mul, Mul * Mostly caching GetType result Added Entity:CopyBoneMatrix Same as GetBoneMatrix, but instead or returning a new matrix, it copies the data to the matrix given in 3rd argument, which should be faster.
Today
Add convar for painting autosave timer duration
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
Today
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Today
Restored the CanFire check
Today
Code cleanup while im here