reporust_rebootcancel

127,958 Commits over 4,109 Days - 1.30cph!

4 Months Ago
merge from high_wall_skins
4 Months Ago
Added the SpatialEnvironmentVolumePass component to the camera
4 Months Ago
cherrypicking 118513 118514 118515 118546 118516
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4 Months Ago
Merge from env_volume_performance_testing
4 Months Ago
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
4 Months Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
4 Months Ago
client_projectile_improvements_eyeclipping -> main
4 Months Ago
projectile_improvements_orientation -> main
4 Months Ago
WIP modifier scaling & autoturret using it for darts.
4 Months Ago
merge from groundwatch_nre_fix
4 Months Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
4 Months Ago
Fixed GroundWatch::LegacyRadiusCheck NRE again
4 Months Ago
merge from main
4 Months Ago
Merge from editoronly_ui_convar_warning
4 Months Ago
remove unused watermap array from job
4 Months Ago
switched initial map prepare job to IJobParallelForBatch to reduce locking with parallel writer (temp alloc list of indices and add to write as batch per-job) - also other various micro-optim
4 Months Ago
Update: adding GamePhysics.HandleIgnoreWater - comes with it's own consistency test Going to use those to try to refactor some of the existing code and hopefully shrink it Tests: ran new test
4 Months Ago
Tests: adding tests that generate various "HandleIgnoreCollision" scenarios - added TestHandleIgnoreTerrainConsistency Covers both TerrainCollisionTrigger and WaterVisibilityTrigger. Tests: ran the new unit test, checked that all paths all covered.
4 Months Ago
Merge from snakes
4 Months Ago
Optim: GamePhysics.HandleIgnoreTerrain - replace const seting managed loop with a Burst job Saves 0.1ms on 10k test Tests: ran unit test
4 Months Ago
Merge from wip_gameplay
4 Months Ago
merge from main
4 Months Ago
Optim: allocate smaller buffers for WaterCollision.GetIgnoreIndirect - Added a couple profiling scopes Tests: unit tests
4 Months Ago
Play rustling sound on client alert
4 Months Ago
Bugfix: when we're missing TerrainCollision or WaterCollision, run all of the physics checks for trigger volumes - Added UtilityJobs namespace, moved FillJob<T> to it - Added a utility extension to NativeList<T> to copy from NativeArray<T>.ReadOnly (surprised it's missing) Tests: all relevant unit tests
4 Months Ago
Play the hiss anim when starting hazard
4 Months Ago
merge from main
4 Months Ago
fbx re-export Zigg Tank Large
4 Months Ago
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4 Months Ago
Add a very obvious and very placeholder disappear/reappear effect when snakes reposition - to make it obvious it's intentional and not a bug, until we get real effects.
4 Months Ago
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4 Months Ago
updated layer on jungle number decals prefabs
4 Months Ago
removed the small ziggs from the ziggurat scene - updated the terrain topology maps and terrain blend maps accordingly - s2p
4 Months Ago
Clean: remove GamePhysics.OverlapSphere(batch) and GamePhysics.OverlapCapsule(batch) - These have been inlined into CheckSphere<T> and CheckCapsule<T> - Also updated CoarseQueryGrid.CheckJobIndirect(capsule) (returns JobHandle, works on a NativeList) since I missed it in previous commit Tests: ran all unit tests
4 Months Ago
Merge from vertical_storage_test
4 Months Ago
merge from rw_enable_fix
4 Months Ago
merge from server_occlusion_enable_by_default
4 Months Ago
merge from easterinflatablehorse_DLC
4 Months Ago
merge from easterinflatablehorse_DLC
4 Months Ago
merge from meat_stack_fix
4 Months Ago
merge from condition_bar_repair_fix
4 Months Ago
merge from preview_ox_fix
4 Months Ago
merge from trophy_name_fix
4 Months Ago
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4 Months Ago
Merge from parent
4 Months Ago
Merge from blowpupe
4 Months Ago
Merge from jungle_update
4 Months Ago
Merge from jungle_update
4 Months Ago
Update: CoarseQueryGrid - add non-indirect CheckJob API - Also changed the API to return a JobHandle and accept a NativeList Helps avoid extra busy work when we run direct work Tests: ran unit tests