136,851 Commits over 4,324 Days - 1.32cph!

50 Days Ago
sync Rust.RenderPipeline changes
50 Days Ago
merge from workcart_canvas_fix
50 Days Ago
Removed the rogue canvas on workcart_aboveground prefab
50 Days Ago
axe throw audio changes
50 Days Ago
assigned rpg7 anim events to 3p reload anim
50 Days Ago
added lr300 space gun anim events to 3p reload/deploy anims
50 Days Ago
M92 textures polish
50 Days Ago
merge from blackjackmachine_optims
50 Days Ago
Reduced blackjack machine canvases culling distance
50 Days Ago
Added CanvasGroupEx (some helper methods to toggle them in one go)
50 Days 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
50 Days Ago
GetWorldVelocity of the boat once instead of for every block
50 Days 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.
50 Days Ago
setup lr300 space animations for player update
50 Days Ago
added knife throw movement sounds
50 Days Ago
Additional profiling for boat water effects
50 Days Ago
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50 Days Ago
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50 Days Ago
Merge: from analytics_std_dev_fix - Bugfix: fix for invalid std_dev calculation Tests: none, trivial change
50 Days 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
50 Days Ago
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number Tests: none, trivial change
50 Days Ago
Balanced darkness of metals in scrap component box
50 Days Ago
Testing re-adding rendererbatch to boat pieces
50 Days 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
50 Days 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
50 Days Ago
M92 weapon refresh anim updates
50 Days Ago
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
50 Days Ago
merge from workcart_canvas_fix
50 Days Ago
Updated textures and model for scrap component box
50 Days Ago
merge from shotguntrap_optims/tests
50 Days Ago
merge from shotguntrap_optims
50 Days Ago
Fix server build
50 Days Ago
rebase on main
50 Days Ago
* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList
50 Days Ago
wood box - prefab tweaks
50 Days Ago
* 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
51 Days Ago
Use negative handles for fallback memory
51 Days Ago
wood box - added greybox model, prefab initialization, item created, temp icon created, manifest updated, icon manifest updated, localization updated.
51 Days Ago
Remove InstanceHandle and use a simple integer instead
51 Days 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
51 Days Ago
Gun trap building privilege tests
51 Days 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
51 Days Ago
Added AssertTrueForDuration custom yield instruction
51 Days Ago
Added some shotgun trap tests
51 Days Ago
syncvar_autosave_trimming -> main
51 Days 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
51 Days Ago
auto_populate_entitylist -> main
51 Days Ago
Compile fix
51 Days Ago
auto_populate_entitylist -> main
51 Days Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position