reporust_rebootcancel

139,834 Commits over 4,505 Days - 1.29cph!

Rin
18 Minutes Ago
merge from monument_blockers_fixes
Rin
19 Minutes Ago
S2P all blocker monuments
Rin
28 Minutes Ago
merge from main
29 Minutes Ago
Merge from hlod_improvements_aug_26
Rin
30 Minutes Ago
Increase decay grade period to 24 hours for all monument blockers Monument blockers can no longer take fire damage
33 Minutes Ago
More than doubled the speed of the MeshTrimmer stage of HLOD generation Only readback the texture once, not per ray Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid Do the dot product check before the ray, halves the number of rays Removed a bunch of allocations (it's editor code, but still useful) Full S2p with HLODs: Launch Site 9:33 -> 2:18 Water Treatment -> 2:23 -> 0:51 S2P Launch site
Rin
59 Minutes Ago
merge from ArrowIcons
Rin
60 Minutes Ago
Rerendered Arrow Icons
1 Hour Ago
Fixed previous HLODBounds BiomeVIsual changes accidentally including LOD components in a HLOD mesh that were outside of the range of the bounds Only really an issue at launch site as it's the only monument where we run 2 HLODs, all other monuments use 1
1 Hour Ago
Merge from main
3 Hours Ago
Fix compile errors
3 Hours Ago
Fix a 4 year old bug: being able to move items into the output of a furnace by splitting them into the output slots - the reason I avoided it was you have to modify all the ItemFilter methods in the project and add a BasePlayer parameter - this allows us to block the player moving items into the output of the furnace but keep the furnace able to move cooked items into it's output
4 Hours Ago
Fix items that are both cookable and compostable (meat) using the lesser of the two times for composting instead of the correct time for each
4 Hours Ago
Fix the composter showing "Furnace" in the loot panel title instead of "Composter"
4 Hours Ago
Don't show the icon as burning when it's inside the composter
5 Hours Ago
Fix item creation loop running for 0 amount (due to chance of creating fertilizer) so early exit if chance fails
5 Hours Ago
Increase the smelt speed of the composter so it behaves the same as before when you were splitting stacks (same as furnaces were back in the day)
5 Hours Ago
Fix composter set to only accept food from old prefab / item filter setup
5 Hours Ago
Fix items that are compostable but don't produce any compost being allowed in the compost (because ItemModCompostable is used for bait value)
5 Hours Ago
Fix the loot panel for the composter not working the editor - OnValidate() was overwriting the offset of the inventory panel
5 Hours Ago
Fix loot panel not predicting cook time for composting because it was only checking the ItemModCookable
6 Hours Ago
Add the "automatically start cooking" code from the apartment stove to the BaseOven and enable it for the composter (so the composter automatically "cooks" items added into it)
6 Hours Ago
Added decay to monument blockers Has an initial grace period where no decay will occur (DecayGracePeriodMinutes on prefab, default 12 hours), after that will apply DecayPerMinuteTick (1) damage per minute Added debug.addmonumentblockergrace to process artificial time to the grace period for testing and debug.printmonumentblocker to print the current blocker results Time is saved through server restarts and scaled by timescale but will not take into account time spent offline Also fixed a sneaky bug that restored blocker health to full on every server restart
6 Hours Ago
Add prefab variant for composter loot panel (so we can remove / change the background icons for the composter inputs)
6 Hours Ago
Change the composter prefab
6 Hours Ago
Rewrite the hackweek composter UI to merge all of the composter code into normal cooking code - move ItemModCookable -> CookableItemInfo so we can create a "cooking compost" component at runtime - turn ItemModCompostable into an ItemMod - convert Composter class from StorageContainre -> BaseOven
Today
Update: pull prefab originals if prefab variants were assigned to dynamic bundle Pulls just 1 prefab, but worth to do anyway. Still chasing why engine fails to load prefabs in bundle mode. Tests: built new bundles, checked manifest and loaded in editor
Today
fix empty mags dropping twice in third person
Today
Add support for Rust+ to kick players from our team (or yourself to leave the team) Also fixes a couple unrelated bugs
Today
Merge from main
Today
Merge from deepsea_terrain_everywhere
Today
Fix foliage not loading when DeepSea.terrain_everywhere is enabled
Today
Merge from main
Today
Fix navmesh generated on divesites, not generated in some doorways, some monument rooms not having navmesh, and scientist corpse colliders on wrong layer
Today
Merge from main
Today
three more asset optimsations that were over the vertex cap AshtrayB1_LOD0 1028 > 983 verts matrix_display_tools_LOD1 1019 > 998 verts emptybarrel_LOD1 1164 > 876 verts ashtray now batches on its whole chain (LOD0-2) tools display and empty barrel batch from LOD1 down
Today
optimised bed - LOD1 now under the batching vertex cap LOD1 998 verts, was over 1000 so it never batched now batches 30 to a draw call in the LOD1 band also fixed lod issue where the fold in the bed cover would disappear on LOD1 and reappear on LOD2
Today
Fix navmesh building on dive sites
Today
merge from hqm_ore_random_spawner
Today
Update: gather assets into dynamic UI bundle as a first step, to capture all deps (40MB -> 0.6GB) - mode ui/menu2 assets from props-other assetscene to prefabs (otherwise no idea how it used to work before) - also add a bit earlier error checking when loading from bundle Tests: editor in bundle mode - able to see all but 2 icons, but prefabs are not loading
Today
Added ore_hqm_spawner.prefab (with doubled min/max respawn delay) Updated manifest
Today
optimised large wooden box LOD0 999 verts, was over 1000 previously so it never batched at close range it can now batch around 30 to a draw call inside the 0-10m LOD0 band tris LOD0 1,552 > 1,346, LOD1 474 > 366, LOD2 100 > 84
Today
merge from hqm_ore_random_spawner
Today
Added HQM ore to ore_random_spawner.prefab (weight 5)
Today
merge from HAB_armour_damage
Today
Enable RW on HAB armor gibs HAB armor now plays an effect when equipped, placeholder sound for now Switch HAB door to chainlink door sounds instead of metal Now need to hold E for 3 seconds to put on the armor instead of instant, prevents misclicks
Today
Mixing table LOD optimisation Merged Glass01-08 + Water into the Table_LOD0/1/2 glass submesh draw calls 10 > 2, FBX meshes 12 > 3, LOD components 10 > 1 much more simplified. also fixed opacity on the water in the bucket being completely transparent for years
Today
Make the code for "cooking items" in furnaces work on both compostable items and normal cookable items
Today
Remove huge debug cube from water pipe access point
Today
optimisations to the mixing table - need to figure one thing out first