reporust_rebootcancel

132,863 Commits over 4,293 Days - 1.29cph!

22 Days Ago
More flame turret tests
22 Days Ago
Misisng meta file
22 Days Ago
main -> quick_craft_improvements
22 Days Ago
merge from naval_update
22 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
22 Days Ago
First pass textures and LOD0 of scrap component box (still WIP)
22 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
22 Days Ago
added slope collision on security barge
22 Days Ago
Added some flame turret tests
22 Days Ago
Missed file
22 Days Ago
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
22 Days Ago
Merge from boat_repair_fixes
22 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
22 Days Ago
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
22 Days Ago
edited paintball gun 3p anims and vm reload anim edit
22 Days Ago
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22 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
22 Days Ago
merge from boat_optim
22 Days Ago
merge from naval_update
22 Days Ago
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22 Days Ago
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22 Days Ago
merge from naval_update
22 Days Ago
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
22 Days Ago
Merge from naval_update
22 Days Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
22 Days 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
22 Days Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
22 Days Ago
boat_jiggle_fix -> main
22 Days 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
22 Days 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
22 Days Ago
food box - updated prefab, updated material
22 Days Ago
food box - added gibs, added transmission
22 Days Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
23 Days Ago
Fixed boogie board LOD not marked as dynamic
23 Days Ago
Fixed every impact fx in the deep sea being sand
23 Days Ago
Merge from oven_optim
23 Days Ago
boatai_boxing_fix -> main
23 Days Ago
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
23 Days Ago
quick_craft_improvements -> main
23 Days Ago
Phrases update
23 Days Ago
Dont downcast list type when passing as an argument
23 Days Ago
Compile fixes
23 Days Ago
Merge from parent
23 Days Ago
Merge from main
23 Days Ago
fix pooled list leak for physics tumbling entity
23 Days Ago
merge from loaded_ammo_type_indicators -> main
23 Days Ago
merge from main
23 Days Ago
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
23 Days Ago
Fixed menu slider being set to an integer value (now float)
23 Days Ago
Optim: TriggerParent.TickMode 1 - use cached water and ladder results in UsePlayerUpdateJobs 2 env - codegen This should allow us to skip ~30% of the overall runtime. Can be disabled via TriggerParent.UsePlayerV2Shortcuts 0 (defaults to 1) Tests: none, will check tomorrow once brain is fresh