131,039 Commits over 4,232 Days - 1.29cph!
Changed the simulation steps to be multiple compute dispatches to fix collisions on the GPU
Updated the Verlet Integration physics to work on the GPU
vault door impact fx hit fix
Calculate cellsize based on vertex count and texels per unit
Use max axis for LOD distance
Use camera position snapped to half cell increments for LOD distance
Change LOD falloff to log function
Enable shore wetness
Got building working at Team B monument
WIP auth support for team build zones, not working yet
Each team has their own spawn beach
Create game mode, create two teams on start and auto add new players to the lowest pop team
Paint ocean topology, fix errors
Get scene up and running, replace old static research/repair benches with modern versions
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that
Updated the converter to match the shadow casting values
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
Also include mesh stripping on Rust.Ai and Content directories
Added support for MeshLOD to disable shadows at specific LOD levels
Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
Add RefillAsync() method but it already doesn't work on 2022
- the Transform parent parameter is ignored and not fixed until Unity 6 so the refilled prefabs are spawned in the main scene instead of attached to the inactive root
Add editor only behavior to create pools when a prefab is first instantiated
- currently it will only create the pool & start refilling it once the prefab is killed, not when it is first spawned
- convar `instantiate_creates_pools` (default false) will cause the pool to created after the prefab is first spawned
- this isn't an issue in standalone builds as it will warmup the prefabs on the menu and fill the prefab pool while connecting to the server
- can't use the warmup command to fill pools in the editor as that takes 30s+ and isn't great for testing
Store time taken to instantiate each prefab when refilling the pool
- base the average on up to the last 20 prefabs spawned
- used to determine if we need to move onto async instantiation (for hackweek we will play around but later on)
- use estimated time to enforce the per-frame budget a big more aggressively (don't instantiate a new prefab if it will exceed budget by 20%)
Boat building station now behaves the same when ent killed as when destroyed (attempt to finish boat, kill everything otherwise)
New: ServerProfiler can now dump raw binary of a managed method after JIT
- using debug binary built from facc83cb
Baby steps. No idea how to read it yet, and will need to explore how to control optimization levels.
Tests: Exported Assembly-CSharp!BasePlayer::ServerUpdateParallel
Start by adding simple pool refilling
- 0.1ms per frame creating prefabs until each pool is full
- keep list of partially full pools, loop through them in order
Fix print_prefabs having wrong order of columns (existing issue??)
Hackweek XIV FPV Drone - Added drone, changed movement to mouse based pitch and roll, removed item container support, changed sound pitch, general flight model adjustments
Fix deleteentitiesbyshortname not replying correctly, improve feedback and add usage descriptions
Ship dock_broken01a.mdl with fixed physics
* No more bits sticking out
Fixed StudioMDL crashing when creating folders for the model
Fixed utilityconnecter006b/d.mdl physics
Fixed certain NPCS constantly lowering their weapons after each burst
Mossman/Kleiner/Breen/Eli
Update FGD files
Remove non existent entities from BreakableBrush spawnobject
Fixed default model for physics_cannister, npc_launcher and weapon_bugbait
Remove default model (error) for npc_missiledefense (now a box)
Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Update FGD files
Remove non existent entities from BreakableBrush spawnobject
Fixed default model for physics_cannister, npc_launcher and weapon_bugbait
Remove default model (error) for npc_missiledefense (now a box)
Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Update FGD files
Remove non existent entities from BreakableBrush spawnobject
Fixed default model for physics_cannister, npc_launcher and weapon_bugbait
Remove default model (error) for npc_missiledefense (now a box)
Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Can now set lock code from edit mode
Gun turret container on the attack heli now gets cleared correctly when using fixcars command.
Re-enable auto auth on place back to steering wheel
Renamed some prefabs, folders
Bunch more auth work, fixes and UI option consistency.
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
Power mannequins to change their pose
realmed OverlapSphere
- this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
Fixed RobotoMono material fuckery
Burlap shoes repose/lods - added female prefab
realmed GamePhysics.CheckSphere
- it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does