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158,836 Commits over 4,566 Days - 1.45cph!

11 Months Ago
* Added generic NativeMultiList to replace InstanceHandleList (WIP) * Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num * Simplified MotionList add/removal procedures to HashSet operations * Cleared up function naming in BaseEntity.Client.Motion.cs * Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop * Removed IMotionParent interface because it caused more confusion than anything else * Correctly dispose of the hash set storing child instances when an entity is destroyed
11 Months Ago
Gun trap building privilege tests
11 Months Ago
Fix instance offsets, and LOD border calculations when using some LOD distance values Add debug validation toggle to system Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
11 Months Ago
Added AssertTrueForDuration custom yield instruction
11 Months Ago
Added some shotgun trap tests
11 Months Ago
syncvar_autosave_trimming -> main
11 Months Ago
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars Wasn't an issue before but we are getting more and more syncvars so its worth it now
11 Months Ago
auto_populate_entitylist -> main
11 Months Ago
Compile fix
11 Months Ago
auto_populate_entitylist -> main
11 Months Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
11 Months Ago
Add convar for painting autosave timer duration
11 Months Ago
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
11 Months Ago
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11 Months Ago
Restored the CanFire check
11 Months Ago
Code cleanup while im here
11 Months Ago
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11 Months Ago
merge from commandblock_tests
11 Months Ago
Swap some expected's and actual's in TestHBHFSensor
11 Months Ago
Apply fixes from Flaviens shelf, regenerate testlist
11 Months Ago
added new sounds for knife admire acrtion
11 Months Ago
Merge: from triggerparentdelayedexit_optim - Optim: improve performance of GamePhysics.TraceRays family of queries - Optim: TickMode 1 - add UsePlayerUpdateJobs2 related shortcuts to TriggerParent Tests: built a boat with tickmode 1, spawned npc player on it, jumped on and off, flew in it's vicinity - no issues.
11 Months Ago
merge from main
11 Months Ago
Merge: from main
11 Months Ago
added new sounds for salvaged axe admire action
11 Months Ago
merge from main
11 Months Ago
new sounds added and implemented for the salvaged icepick
11 Months Ago
merge from standardized_health_display_conditions -> main
11 Months Ago
merge from main
11 Months Ago
merge from shield_stats_display_workbench -> main
11 Months Ago
merge from flameturret_optims
11 Months Ago
merge from flameturret_optims/tests
11 Months Ago
quick_craft_improvements -> main
11 Months Ago
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
11 Months Ago
Minor change to the new RemovePlayer method in BuildingPrivlidge
11 Months Ago
merge from flameturret_optims/tests
11 Months Ago
Compile fixes
11 Months Ago
More flame turret tests
11 Months Ago
Misisng meta file
11 Months Ago
main -> quick_craft_improvements
11 Months Ago
merge from naval_update
11 Months 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
11 Months Ago
First pass textures and LOD0 of scrap component box (still WIP)
11 Months 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
11 Months Ago
added slope collision on security barge
11 Months Ago
Added some flame turret tests
11 Months Ago
Missed file
11 Months Ago
Remove the anti vehicle damage protection from BlockPlayerBoatWood protection properties.
11 Months Ago
Merge from boat_repair_fixes
11 Months 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