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132,245 Commits over 4,262 Days - 1.29cph!

Just Now
updated idle speed of blendtree
29 Minutes Ago
Tests: add perf tests for TraceRaysUnsorted and TraceAllUnordered(radius == 0) At 128 rays perf is same, at 8k we get 25% faster without water checks/41% faster with water. Need to profile deeper if we get more wins Tests: ran the new tests
30 Minutes Ago
m92 animation update export
40 Minutes Ago
merge from main
43 Minutes Ago
Burst the rest of buoyancy, now the batched version is 2-3x faster than the original. Still missing some edge cases but its functional for boats.
43 Minutes Ago
fixed viewmodel prefab issues
52 Minutes Ago
food box - game model, texture pass and lod pass, updated icon.
1 Hour Ago
Clean: reorganize GamePhysics tests into Unit child class Prep for Perf unit tests. Tests: ran all relevant tests, discovered we forgot to implement 1 fully - chasing up separately
1 Hour Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
1 Hour Ago
Update: made GamePhysics.TraceRays return guaranteed nearest hits - added fast path for TraceRays with maxHits == 1 - Added tests for TraceRaysUnordered, rewrote test for TraceRays to be more thorough Tests: ran unit tests
1 Hour Ago
- Reuse list buffer in water collision checks. - Add shared static accessor to TerrainMeta to access terrain position/size from burst. - Make more buoyancy native arrays persistent, reuse them. (temp job allocs seem a lot heavier than just temp allocs.) - Make GetFlowDirection easier to access from burst, not yet burst compiled - Burst compile GetBuoyancyWaterInfoBatched, temporarily remove deep underwater checks from it, we'll move deep water checks to a different code path. Things seem functional, but only slightly faster than the non batched version. A lot of terrain data access still isn't batched.
1 Hour Ago
Krieg Backpack respose
1 Hour Ago
exported latest paintball gun vm animations
1 Hour Ago
fixed an issue where you couldn't actually do finely controlled modifications, moving the brush too slowly actually counted as not having moved the brush at all - significantly easier to make small modifications now and it feels more fluid
1 Hour Ago
Gingerbread woman repose
2 Hours Ago
paintball gun viewmodel - updated item name & description so it can be found - animator update
2 Hours Ago
This can go I think
2 Hours Ago
Fix snake not updating lifestory hits and animal kills Fix all new AI not updating lifestory hits
2 Hours Ago
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
2 Hours Ago
Gingerbread man repose
4 Hours Ago
Fix cant start coroutine because object is inactive error
4 Hours Ago
quickcraft_improvements -> main
4 Hours Ago
Make the Autoturret idle animation run only on the client. This prevents turrets constantly sending network aim direction update packets constantly even when they have no target or are around no players Saves roughly 20KB/s for our big turret base save
4 Hours Ago
merge from naval_update
4 Hours Ago
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5 Hours Ago
Couple test fixes
5 Hours Ago
quick_craft_improvements -> main
5 Hours Ago
Minor quick craft button cleanup
5 Hours Ago
Opening Quick Craft down from 5.50ms to 3.39ms - Minor Cleanup
5 Hours Ago
Taper the quick craft rebuild over a few frames with coroutines to half the workload
5 Hours Ago
merge from main
5 Hours Ago
merge from crosshair_button_release
5 Hours Ago
Fix the crosshair preview buttons triggering on pressed instead of released
5 Hours Ago
Merge from space_station_weapon_skin
5 Hours Ago
painball viewmodel - removed 'extra tape' mesh from prefab & deleted file from folder
6 Hours Ago
Cherrypick from 139797
6 Hours Ago
Cherrypick from 139793
6 Hours Ago
Merge from main
6 Hours Ago
Merge from naval_update
Today
Added admire sounds to the salvaged axe
Today
Convert seq_num uint → int
Today
rebase on main
Today
Merge from main
Today
Merge from naval_update/industrial_optim
Today
Formatting fixes
Today
Rework buffer transfers, all tests now pass
Today
Remove unused method PurchaseUpkeepTime(float)
Today
Fixed a bunch of tests, buffer transfers still failing
Today
merge from solarpanel_tests
Today
Added solar panel tests Minor SolarPanel class cleanup