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132,507 Commits over 4,262 Days - 1.30cph!

Today
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
Today
added slope collision on security barge
Today
Added some flame turret tests
Today
Missed file
Today
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
Today
Merge from boat_repair_fixes
Today
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
Today
Merge repair costs from both block costs (hull/non-hull) so we don't get multiple entries in repair UI.
Today
edited paintball gun 3p anims and vm reload anim edit
Today
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Today
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
Today
merge from boat_optim
Today
merge from naval_update
Today
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Today
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Today
merge from naval_update
Today
Fixed some pool leaks in DeepSeaManager, ItemModProjectileRagdoll and ScentEmission
Yesterday
Merge from naval_update
Yesterday
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
Yesterday
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
Yesterday
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
Yesterday
boat_jiggle_fix -> main
Yesterday
- 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
Yesterday
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
Yesterday
food box - updated prefab, updated material
Yesterday
food box - added gibs, added transmission
Yesterday
Fixed GrowableGenetics and UpdateResourcePings pool leaks
Yesterday
Fixed boogie board LOD not marked as dynamic
Yesterday
Fixed every impact fx in the deep sea being sand
Yesterday
Merge from oven_optim
Yesterday
boatai_boxing_fix -> main
Yesterday
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
Yesterday
quick_craft_improvements -> main
Yesterday
Phrases update
Yesterday
Dont downcast list type when passing as an argument
Yesterday
Compile fixes
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
fix pooled list leak for physics tumbling entity
Yesterday
merge from loaded_ammo_type_indicators -> main
Yesterday
merge from main
Yesterday
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
Yesterday
Fixed menu slider being set to an integer value (now float)
Yesterday
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
Yesterday
Menu scene changes (missed file)
Yesterday
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on - Fixed the favouriting button not working (include it in the hash calculations) - Adjusted menu setting
Yesterday
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks Microoptim, but why not Tests: none, trivial change
Yesterday
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet Tests: none, trivial change
Yesterday
Ruins B crate spawn fixes.
Yesterday
Clean: remove a couple TODOs Was worried about a bug, but deeper scrutiny think the code is correct Tests: none, trivial change