reporust_rebootcancel

129,417 Commits over 4,232 Days - 1.27cph!

Today
vault door impact fx hit fix
Today
M92 - Updated textures
Today
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
Today
Got building working at Team B monument
Today
WIP auth support for team build zones, not working yet
Today
Each team has their own spawn beach
Today
Create game mode, create two teams on start and auto add new players to the lowest pop team
Today
Paint ocean topology, fix errors
Today
Get scene up and running, replace old static research/repair benches with modern versions
Today
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
Today
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
Today
Today
Also include mesh stripping on Rust.Ai and Content directories
Today
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
Today
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
Today
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
Today
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%)
Today
Boat building station now behaves the same when ent killed as when destroyed (attempt to finish boat, kill everything otherwise)
Today
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
Today
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
Today
Fix print_prefabs having wrong order of columns (existing issue??)
Today
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
Today
Fix deleteentitiesbyshortname not replying correctly, improve feedback and add usage descriptions
Today
Merge from boat_building
Today
Merge from more_auth
Today
Can now set lock code from edit mode
Today
Gun turret container on the attack heli now gets cleared correctly when using fixcars command.
Today
Re-enable auto auth on place back to steering wheel
Today
Renamed some prefabs, folders
Today
Bunch more auth work, fixes and UI option consistency.
Today
Started on the item tab
Yesterday
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
Yesterday
Power mannequins to change their pose
Yesterday
Padding and layout fixes
Yesterday
Added RobotoMono-Bold
Yesterday
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
Yesterday
Fixed RobotoMono material fuckery
Yesterday
Burlap shoes repose/lods - added female prefab
Yesterday
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
Yesterday
Console menu navigation
Yesterday
Ninja suit repose
Yesterday
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode - something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
Yesterday
- Can now pass a radius to debug.puzzlereset, or not to reset all puzzles like before - Fix the command not working from the server console
Yesterday
Removed save file name from Craggy's GameSetup
Yesterday
Developer tool nav bar buttons
Yesterday
Client compile fix
Yesterday
- Added RPC name under the info section of RPC packets - Added global filters for server/client realms - Added packet type breakdown of the top packets - Clean restyle of the net graph