134,254 Commits over 4,262 Days - 1.31cph!

15 Minutes Ago
exported edited 3p rocket launcher and world model reload anims. set w model reload anim to speed 1 on it's anim controller
26 Minutes Ago
disable the begin/endContextRendering hooks on CommandBufferManager
31 Minutes Ago
update existing passes for pipeline changes
33 Minutes Ago
sync Rust.RenderPipeline changes
59 Minutes Ago
merge from workcart_canvas_fix
59 Minutes Ago
Removed the rogue canvas on workcart_aboveground prefab
1 Hour Ago
axe throw audio changes
1 Hour Ago
assigned rpg7 anim events to 3p reload anim
1 Hour Ago
added lr300 space gun anim events to 3p reload/deploy anims
2 Hours Ago
M92 textures polish
3 Hours Ago
merge from blackjackmachine_optims
3 Hours Ago
Reduced blackjack machine canvases culling distance
3 Hours Ago
Added CanvasGroupEx (some helper methods to toggle them in one go)
3 Hours Ago
Reworked the blackjack worldspace UI screens to use less canvases, reduced from 172 to 4 Fixes UpdateCanvasRectTransform time blowing up when near a blackjack machine
3 Hours Ago
GetWorldVelocity of the boat once instead of for every block
3 Hours Ago
Only check against other hull blocks, not all blocks. Don't run UpdateSplashFx at all on non hull blocks. 1.85ms to 0.65ms in a quick test with 6 simple boats. Stiil seems to function ok.
3 Hours Ago
setup lr300 space animations for player update
3 Hours Ago
added knife throw movement sounds
4 Hours Ago
Additional profiling for boat water effects
4 Hours Ago
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4 Hours Ago
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5 Hours Ago
Merge: from analytics_std_dev_fix - Bugfix: fix for invalid std_dev calculation Tests: none, trivial change
5 Hours Ago
Update: always record high and low percentile telemetry for non-game mode It's a smidge more data, but makes building dashboards easier Tests: none, trivial change
5 Hours Ago
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number Tests: none, trivial change
5 Hours Ago
Balanced darkness of metals in scrap component box
5 Hours Ago
Testing re-adding rendererbatch to boat pieces
5 Hours Ago
Merge: from triggerparentdelayedexit_optim - Bugfix: shooting a weapon can cause NREs on the client Tests: shot in the sky with a bunch of bursts - no NREs
5 Hours Ago
Bugfix: VerifyRays - avoid trying to read hit array outside of working area I asssumed we always call it with tightly-sized arrays, but it's not the case on client Tests: shot in the sky with a couple bursts - no NREs
6 Hours Ago
M92 weapon refresh anim updates
Today
Reduced workcart train cockpit canvas LOD distance Also disabled it by default so its not always enabled until someone turn the engine on and off
Today
merge from workcart_canvas_fix
Today
Updated textures and model for scrap component box
Today
merge from shotguntrap_optims/tests
Today
merge from shotguntrap_optims
Today
Fix server build
Today
rebase on main
Today
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
Today
wood box - prefab tweaks
Today
* Renamed TransformMemory to MotionList (as it should be) * Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment. * Fixed exception caused by removing elements from the set while iterating
Today
Use negative handles for fallback memory
Today
wood box - added greybox model, prefab initialization, item created, temp icon created, manifest updated, icon manifest updated, localization updated.
Today
Remove InstanceHandle and use a simple integer instead
Today
* 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
Today
Gun trap building privilege tests
Today
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
Today
Added AssertTrueForDuration custom yield instruction
Today
Added some shotgun trap tests
syncvar_autosave_trimming -> main
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
auto_populate_entitylist -> main