reporust_rebootcancel

132,328 Commits over 4,262 Days - 1.29cph!

Yesterday
Decreasse Scientist RHIB AI HP by 40%
Yesterday
main -> scientist_boat_ai
Yesterday
autoturret_improvements -> main
Yesterday
quick_craft_improvements -> main
Yesterday
I left a bunch of logs again
Yesterday
Fixed turrets not following proper aim direction if it doest have a target (on the server code), so its ready to auto snap when we swap back to the server auth side - Compile fix
Yesterday
Dirty aim direction angle changed from 0.03 (it basically never ran) to 1 - Instantly reduced turret snapshots when aiming to a target - Lerped on the client anyway so it doesnt make too much of a difference apart from reducing packets
2 Days Ago
▇▉▉▅ ▉▊▌▌▍▇▍▇
2 Days Ago
merge from naval_update
2 Days Ago
Removed deep sea portal avoidance code in cargo egressing logic, not needed
2 Days Ago
merge from naval_update
2 Days Ago
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea Patrol heli cant target players in the deep sea
2 Days Ago
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
2 Days Ago
merge from naval_update
2 Days Ago
Fixed deep sea stuck in busy state if server restarted when its closing or opening
3 Days Ago
Bypass placing in rock check for square & triangle foundation - allows the foundations to clip into the "ground" even if it's a rock, the same way they can clip into the terrain normally - should be safe because placing foundations alone into rocks doesn't do anything useful & there should be additional checks if the foundation is completely in the rock
3 Days Ago
Add support for certain prefabs to bypass TestPlacingThroughRock()
3 Days Ago
Add a big cliff to CraggyIsland as all the old ones got nuked during the world update - put below the power lines so it's not floating anymore & gives us a place to test the bug
3 Days Ago
updated clip meta for 3p sitting in boat anims
3 Days Ago
updated rowboat Ik target
3 Days Ago
▅▄▆ ▍█▆▌▇▇▊▊▊ █▉▊ ▉▄▊▋▋▇▆ ▆▌▉▉▇▍█▊ ▆▌ ▌▇▉▆▊▍▄ - ▉█▇█ ▇▍▊▌▌ ▄▊▊▊▄█▊ ▍▌ ██▍▌
3 Days Ago
Fix stackable skinnable items not being having the skin applied to the world model when the item stack is split - fixes grenade skins often not showing on the world model
3 Days Ago
updated feet and hand ik tragets on snowmobiles
3 Days Ago
updated ik hand targets on battering ram
3 Days Ago
Fix clothing not going into main inventory when hover alt looting clothing from chest -> player and backpack becomes full
3 Days Ago
Potential fix for bases decaying despite having upkeep on servers with high amount of building blocks - previously was only purchasing 10min of upkeep time, so if it took longer than 10min to check every building block it eventually would start to decay - needs testing
3 Days Ago
merge from main -> loaded_ammo_type_indicators
3 Days Ago
▆█▍ ▍▍▊▇▌
3 Days Ago
merge from main
3 Days Ago
▊▉▌ ▆▉▄▍ ▆▊▉██ ▇▄▆▌▋ ▄▅ ▆▇▌█ ▅▇▇█, ▇▇▍▅ ▄▄▋▌▇█▍▆ ▄▉ ▆▍
3 Days Ago
merge from naval_update
3 Days Ago
Easel better camera icon, Hide viewmodels when using easel camera, fix hotkey for easel camera
3 Days Ago
Adding ipush door gesture for v4 rig
3 Days Ago
updated idle speed of blendtree
3 Days 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
3 Days Ago
m92 animation update export
3 Days Ago
merge from main
3 Days 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.
3 Days Ago
fixed viewmodel prefab issues
3 Days Ago
food box - game model, texture pass and lod pass, updated icon.
3 Days 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
3 Days Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
3 Days 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
3 Days 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.
3 Days Ago
Krieg Backpack respose
3 Days Ago
exported latest paintball gun vm animations
3 Days 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
3 Days Ago
Gingerbread woman repose
3 Days Ago
paintball gun viewmodel - updated item name & description so it can be found - animator update
3 Days Ago
This can go I think