reporust_rebootcancel

132,117 Commits over 4,262 Days - 1.29cph!

main -> notifications_indicator_fix_2
main -> mountplayersync_ai_bypass
- Added CLIENT/SERVER seperate profiling versions - Cleanup - Codegen
network_profiler_accumulate_packets -> main
- Swapped detailed packet profiler from an array over to a concurrent collection - Append new packets to a prexisting list rather than worrying about indicies and a fixed array size - Snapshot size finally reflects packets captured
Today
merge boat perf optimizations to main
Today
Merge from boat_costs (hull pieces can now be pricely separately to the rest of boat pieces - repair cost accounts for this too)
Today
Mummywraps female top and bottom reposed
Today
Use child entity count for MotionToggle cache invalidation.
Today
Merge from parent
Today
* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity
Yesterday
Wrapped the new time tracking in editor defines
Yesterday
TC's now cache their allowed construction items in a ListHashSet for faster checks Not really worth doing in normal circumstances but it seems common to have junk items attempting to transfer into a TC constantly, this saves about 0.01ms on each attempt
Yesterday
Added an Input and Output item list that is populated during a conveyor move, allowing us to read and write items faster without having to use GetSlot (which could potentially iterate over the whole container each call) Restructure some of the iterators in IndustrialConveyor.Move to iterate over the item list directly instead of using GetSlot This removes all usages of GetSlot in the conveyor move system which can be called over 3k times in a bad conveyor move Added a shortcut for LookAtIOEnt to resolve what item a storge cotnainer is attached to when holding the wire tool, resolves the multi second freeze in the editor (was faster in builds, but this should still be faster)
Yesterday
Fixed deep sea dwelling spawning their NPC and crates again after a server restart They now spawn once when the deep sea opens Also load balanced the whole thing so we don't spawn too much stuff at the same time
Yesterday
rebase on main
Yesterday
WIP: TriggerParent managed queue, no batching, no burst Still need to implement using PersistentObjectWorkQueue and experiment with batched-burst queries and compare all, as this version should have a bit more overhead due to bookkeeping. Tests: none, not plugged in
Yesterday
Merge from main
Yesterday
scientist_boat_work_queue -> main
Yesterday
Codegen
Yesterday
Hack to get around boat steering and gas pedal ref values in a work queue
Yesterday
Swap boat ai to run on instructions handled by a work queue rather than letting each boat handle itself
Yesterday
Fixed deep sea dwellings changing position after a server restart - Disabled auto spawn and enabled saving on all islands SpawnGroups - We now trigger the SpawnGroup initial spawn when the deep sea is opening Also fixes ores and collectables respawning after a server restart S2P all islands
Yesterday
merge from better_smoothing
Yesterday
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
Yesterday
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)
Yesterday
Gated a NPCSpawner log behind a convar (npcspawner.debug) Improved the log to be more useful
Yesterday
Infrequently cache water factor check per in-range boat for PlayerBoatSounds, not every client Update()
Yesterday
exported paintball gun world model rig and 3p anims
Yesterday
Fixing skinning on m92 mag
Yesterday
merge from main
Yesterday
merge from cargo_cam_rotation_fix
Yesterday
Simplify the way the cargo cameras get their rotation, it was stupid and only worked because the event always spawns cargo at the same initial rotation
Yesterday
Merge from iconrender_texture_streaming_fix
Yesterday
Add parameterless constructor to Grid<T> to make it compatible with reset static fields code gen.
Yesterday
partyhat_worldmodel_fix -> main
Yesterday
Merge from main
Yesterday
Dropped Party Hats are no longer white. They are now the same as the colour when worn
Yesterday
merge from naval_update
Yesterday
merge from main
Yesterday
Merge from standardwithdecal_shader_additional_maps
Yesterday
Merge from main
Yesterday
Added the initial implementation of inflated normal bias for hard shadows
Yesterday
WIP, it's getting annoying to drag these changes across branches: - Move a good chunk of buoyancy into burst. - Add burst methods for filling buoyancy point data arrays. - Introduce methods for running buoyancy in a batch rather than on every component separately.
Yesterday
Make terrain height and shore vector methods readonly to indicate that they're pure.
Yesterday
Add indexer to pooled array, add extension for copying managed arrays into native arrays. (intended for smaller collections)
Yesterday
Replace broadcast motion with a cached version (staggered update every 60f), reduces Client.Update from 4.5ms~ back to 1ms~ with 15 boats.
Yesterday
exported latest paintball gun rig and anims
Yesterday
Paintball Gun - prefab fixes, icon