reporust_rebootcancel

135,515 Commits over 4,324 Days - 1.31cph!

60 Days Ago
merge from flameturret_optims/tests
60 Days Ago
Compile fixes
60 Days Ago
More flame turret tests
60 Days Ago
Misisng meta file
60 Days Ago
main -> quick_craft_improvements
60 Days Ago
merge from naval_update
60 Days 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
60 Days Ago
First pass textures and LOD0 of scrap component box (still WIP)
60 Days 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
60 Days Ago
added slope collision on security barge
60 Days Ago
Added some flame turret tests
60 Days Ago
Missed file
60 Days Ago
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
60 Days Ago
Merge from boat_repair_fixes
60 Days 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
60 Days Ago
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
60 Days Ago
edited paintball gun 3p anims and vm reload anim edit
60 Days Ago
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60 Days 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
2 Months Ago
merge from boat_optim
2 Months Ago
merge from naval_update
2 Months Ago
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2 Months Ago
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2 Months Ago
merge from naval_update
2 Months Ago
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
2 Months Ago
Merge from naval_update
2 Months Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
2 Months Ago
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
2 Months Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
2 Months Ago
boat_jiggle_fix -> main
2 Months Ago
- 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
2 Months Ago
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
2 Months Ago
food box - updated prefab, updated material
2 Months Ago
food box - added gibs, added transmission
2 Months Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
2 Months Ago
Fixed boogie board LOD not marked as dynamic
2 Months Ago
Fixed every impact fx in the deep sea being sand
2 Months Ago
Merge from oven_optim
2 Months Ago
boatai_boxing_fix -> main
2 Months Ago
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
2 Months Ago
quick_craft_improvements -> main
2 Months Ago
Phrases update
2 Months Ago
Dont downcast list type when passing as an argument
2 Months Ago
Compile fixes
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
fix pooled list leak for physics tumbling entity
2 Months Ago
merge from loaded_ammo_type_indicators -> main
2 Months Ago
merge from main
2 Months Ago
Fixed pool leak in ContainerCorpse::IsValidPointForEntity