reporust_rebootcancel

130,305 Commits over 4,232 Days - 1.28cph!

11 Days Ago
11 Days Ago
Also include mesh stripping on Rust.Ai and Content directories
11 Days Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
11 Days Ago
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
11 Days Ago
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
11 Days Ago
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%)
11 Days Ago
Boat building station now behaves the same when ent killed as when destroyed (attempt to finish boat, kill everything otherwise)
11 Days Ago
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
11 Days Ago
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
11 Days Ago
Fix print_prefabs having wrong order of columns (existing issue??)
11 Days Ago
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
11 Days Ago
Fix deleteentitiesbyshortname not replying correctly, improve feedback and add usage descriptions
11 Days Ago
Merge from boat_building
11 Days Ago
Merge from more_auth
11 Days Ago
Can now set lock code from edit mode
11 Days Ago
Gun turret container on the attack heli now gets cleared correctly when using fixcars command.
11 Days Ago
Re-enable auto auth on place back to steering wheel
11 Days Ago
Renamed some prefabs, folders
11 Days Ago
Bunch more auth work, fixes and UI option consistency.
11 Days Ago
Started on the item tab
11 Days Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
11 Days Ago
Power mannequins to change their pose
11 Days Ago
Padding and layout fixes
11 Days Ago
Added RobotoMono-Bold
11 Days Ago
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
11 Days Ago
Fixed RobotoMono material fuckery
11 Days Ago
Burlap shoes repose/lods - added female prefab
11 Days Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
11 Days Ago
Console menu navigation
11 Days Ago
Ninja suit repose
11 Days Ago
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
11 Days Ago
- 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
11 Days Ago
Removed save file name from Craggy's GameSetup
11 Days Ago
Developer tool nav bar buttons
11 Days Ago
Client compile fix
11 Days Ago
- 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
11 Days Ago
Command block tests
11 Days Ago
Added the old console to the new developer tool prefab for now
11 Days Ago
Added indirect instancing for the ballpit spheres
11 Days Ago
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
11 Days Ago
Baseline, bootstrap spawns EngineUI2
11 Days Ago
Merging fpbuild related changes to main branch
11 Days Ago
Add a network graph
11 Days Ago
Setting up EngineUI2_DeveloperTools prefab
11 Days Ago
Implemented a simplified version of the ball pit physics in a test scene
11 Days Ago
Auto auth player on placing steering wheel
11 Days Ago
console tools
11 Days Ago