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134,265 Commits over 4,444 Days - 1.26cph!

10 Months Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
10 Months Ago
Merge from mission_create_streamlining
10 Months Ago
- Various small misc changes to working with missions in editor - Fixes for Activate Sensor mission - Adds ShowIf attribute to contextually hide fields in the inspector
10 Months Ago
merge from decor_lighting_dlc
10 Months Ago
Clean: extra "can kick" annotation Tests: none, trivial change
10 Months Ago
Clean: fix formatting in BasePlayerr-Server.cs after merges Tests: none, trivial change
10 Months Ago
Cleaned up floating cities scene. Fixed some out of place assets in hierarchy. Deleted obsolete WIP prefabs. Re-prefabbed up medical bay for container work.
10 Months Ago
fluorescent wall light no longer a skin of the ceiling light
10 Months Ago
re-exporting 3p boomerang anim to fix shoulder issue
10 Months Ago
Fixed collision on 3m plastic floating walkway. Tidied up floating walkways level prefab.
10 Months Ago
Pickup toast message keys now correctly display when using DebugLanguage 1
10 Months Ago
merge from dunes_barricade_fix2
10 Months Ago
merge from scrap_heli_gibs_fix_2
10 Months Ago
Fixed despawn rates for: M15 Pilot suit Abyss hazmat
Rin
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
Patrol helicopter gibs
10 Months Ago
Fix scrap hei gibs read/write after they were reverted by a previous change
10 Months Ago
Apply 129057 on new branch
10 Months Ago
merge from decor_lighting_dlc
10 Months Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
10 Months Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
10 Months Ago
merge from deep_sea/islands
10 Months Ago
Code cleanup
10 Months Ago
Scene backup. Editor script fix.
10 Months Ago
Set ghost ship as deep sea global networked
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
10 Months Ago
Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
10 Months Ago
Merge: from main
10 Months Ago
Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
10 Months Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
10 Months Ago
Subtract 127690 - get rid of the custom Parallel class
10 Months Ago
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
10 Months Ago
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
10 Months Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.
10 Months Ago
merge improve_mixingtable_drop_visibility to main
10 Months Ago
Add playermodel LOD override for Mannequin
10 Months Ago
Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2. Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
10 Months Ago
merge from deep_sea/networking -> deep_sea
10 Months Ago
merge fix_torch_underwater to main
10 Months Ago
Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
10 Months Ago
PT Updates
10 Months Ago
proxy street lights added to docks, static buoys
10 Months Ago
merge fix_worldsize_skipdomainreload to main
10 Months Ago
Fix skip domain reload breaking world size in procedural maps.
10 Months Ago
Adding FPBuild flags for MacOS build in Jenkinsfile
10 Months Ago
fix_tree_marker_color_ui
10 Months Ago
Fix tree marker color selector
10 Months Ago
Update: Unit tests that experiment with reducing allocation overhead of tasks Got the following reductions in the unit test: Garbage size: 1.1KB -> 0.3KB Alloc Calls: 11 -> 5 The remaining ones seem impossible to remove while still using System.Threading.Task. Tests: ran the new unit tests