reporust_rebootcancel

132,622 Commits over 4,262 Days - 1.30cph!

9 Days Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: properly cleanup TriggerParent and TriggerParentDelayedExit to avoid invalid invokes running Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
9 Days Ago
Bugfix: properly clean-up TriggerParent and TriggerParentDelayedExit when it gets disabled Reimplements intents of `139965`. Tests: built & finished a boat, jumped around while moving, put it into edit, finished, jumped around - no errors, no extra invokes
9 Days Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: mitigate double trigger exit call on TriggerParent - Bugfix: TriggerParentDelayedExit leaving invalid invokes when editing already existing boat Tests: built a boat, spawned a player on it, edited - no more errors, no extra invokes running
9 Days Ago
Undo of Undo: 139927 (merge: from triggerparentdelayedexit_optim) Will apply the fixes on top with merge
9 Days Ago
Bugfix: TriggerParentDelayedExit - skip entity-delay logic when trigger gets disabled This left invalid invokes running when editing existing player boat, inflating the perf cost Tests: edited existing boat, checked profiler - saw no perf samples gor persistent queue
9 Days Ago
(WIP) Large refactor: Make BaseEntity responsible for calling StartMotion / StopMotion with (potentially) a single array of numbers to mitigate spikes when large entities set into motion.
9 Days Ago
Bugfix: early out when double-remove happens Not sure why yet, but saw the same with double-add before, so going to replicate. Also noticed that we can be tracked, but have null-entitycontents, which leads to wasted Invokes, adding overhead - checking Tests: built boat, spawned npc, went to edit mode - no more errors
9 Days Ago
Fixed slim gap in half wall hard side
9 Days Ago
Added brutalist skin roof top line mesh and conditional prefabs
9 Days Ago
merge from naval_update
9 Days Ago
Flagged steering wheel lock model and effects as dynamic
9 Days Ago
Merge from naval_update
9 Days Ago
Make cooking tests editor only for now
9 Days Ago
Merge from naval_update
9 Days Ago
Industrial NRE checks
9 Days Ago
Update tests to better reflect new update flow
9 Days Ago
Cache HasAttachedStorageAdaptor Don't mark items as dirty every update, only when they pass a 5s increment Eliminates most of the MarkDirty calls and brings the 1000 oven test case under the 0.25ms budget some of the time
9 Days Ago
Split Autoturret into multiple work queues: Ammo, Scan, Tick Keep Aiming/Rotating code in the 66hz loop Move TargetAquisition/Thinking/Firing to a 10hz work queue scheduling loop Around a 0.3ms in improvement (in spikes) on idle with 500 turrets.
9 Days Ago
Convert ovens to a persistent work queue, budgeted to 0.25ms by default In the 1000 oven test case this caps out at processing around 40-50 ovens a frame
9 Days Ago
Added quick add paths for creating byproducts (charcoal) and cooking results (cooked meat or frags, sulphur, etc) This skips creating a new item and triggering the MoveToContainer process if there is already a stack of that item that we can stack onto Reorder ConsumeFuel so that the fuel item is only marked dirty once (was happening twice) Takes the worst case oven cycle for 1000 ovens creating a new item in the same frame from 270kb alloc and 18.3ms to 0b alloc and 4.62ms
9 Days Ago
Split off autoturret ammo updating into its own queue
10 Days Ago
No need to sort rays - we are looping over them all anyway I'm sure theres some minor concerns with the relevant collider 'usually' being first, but the loop isnt the expensive bit The scale of the sorting is
10 Days Ago
Minor cleanup
10 Days Ago
More profiling
10 Days Ago
Don't need to check peekers if the target isn't a player. Should save us some cycles
10 Days Ago
main -> autoturret_improvements
10 Days Ago
Added debug.spawnOvenStressTest, spawns 1000 ovens with wood and metal ore and turns them on
10 Days Ago
Undo: `139927` (merge: from triggerparentdelayedexit_optim)
10 Days Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens
10 Days Ago
Enable on foundation & triangle foundation
10 Days Ago
Add ability for certain SocketMod_TerrainCheck to count as in-ground when clipped into rock (so we don't introduce bugs on other deployables)
10 Days Ago
* Make instances identifiable by a single never changing integer * Speed up adding/removing instances by using various look up tables to find instances instead of staged linear searching
10 Days Ago
Merge from naval_update
10 Days Ago
Fixed tutorial island error
10 Days Ago
Use Antihack.IsInsideMesh() to determine if a terrain corner is clipped into a rock, fixing foundations placed on top of tall rocks and clipped into it not being buildable
10 Days Ago
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat - Codegen
10 Days Ago
scientist_boat_ai_inaccuracy -> main
10 Days Ago
- Setup customizable properties (servervars) - Codegen
10 Days Ago
adjust bouyancy pausing step
10 Days Ago
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
10 Days Ago
Block pickup of easel when painting is socketed
10 Days Ago
Convert to interface for easel paintables, add photoframe support
10 Days Ago
Merge: from triggerparentdelayedexit_optim - Optim: triggerparent.tickmode 0-3 (0 default) - various implementations for TriggerParent.OnTick execution, can be switched at runtime. Tests: unit tests + building a boat, jumping around on it, trying going under it and climbing ladders and stairs.
10 Days Ago
Update: Codegen Tests: ran "check compile errors"
10 Days Ago
Merge: from main
10 Days Ago
Added space station skin roof top line mesh and conditional prefabs
10 Days Ago
Set patrol heli global network group to main island, so you can't see or hear it from the deep sea
10 Days Ago
merge from naval_update
10 Days Ago
Optim: in tickmode 3, run OverlapOBB and TraceRealm queries in parallel Should help in many-boats-players scenarios, in theory Tests: built a boat and jumped around as it was moving
10 Days Ago
Bugfix: SelectNearestNHitsJob - ensure we emit an end if we couldn't select requested number of hits - Added couple early returns to avoid div by 0 issues Tests: rode a boat with tickmode 3