reporust_rebootcancel

131,750 Commits over 4,262 Days - 1.29cph!

9 Months Ago
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9 Months Ago
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9 Months Ago
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
9 Months Ago
Longer clientside building priv cache when holding a wire tool + some optims
9 Months Ago
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
9 Months Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
9 Months Ago
merge from autoturret_servertick_optim
9 Months Ago
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
9 Months Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
9 Months Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
9 Months Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
9 Months Ago
Bugfix: ServerProfiler - properly filter out constructors - Due to a typo (missing .) it would never match constructors and never filter them out Using release libs built from ec8c5522 Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
9 Months Ago
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views. Tests: exported a snapshot in the editor.
9 Months Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
9 Months Ago
Beeswarm FX with notes.
9 Months Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
9 Months Ago
Added clothing to vertical slice loadout
9 Months Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
9 Months Ago
Scientist Suits V4 rig
9 Months Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
9 Months Ago
viewmodel prefab updates
9 Months Ago
slight shift in torch trans y entity position
9 Months Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
9 Months Ago
Merge: from main Tests: none, no conflicts
10 Months Ago
merge from main
10 Months Ago
IsBuildingBlockedByVehicle merge fix
10 Months Ago
Merge from app_skip_field
10 Months Ago
Fix compile (some fields got stomped because these weren't in sync)
10 Months Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
10 Months Ago
merge from main
10 Months Ago
Updated Rust+ protos so they are compatible with other protobuf code generators
10 Months Ago
Merge from /main
10 Months Ago
Merge from /main
10 Months Ago
Beehive texture size / mat setting optimization.
10 Months Ago
Beeswarm progress.
10 Months Ago
Merge from /main
10 Months Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
10 Months Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
10 Months Ago
merge from windmill_height_fix
10 Months Ago
Compile fix
10 Months Ago
Adding details to zigg bamboo stair piece
10 Months Ago
merge from windmill_height_fix
10 Months Ago
Update manifest
10 Months Ago
Bugfix: CollectionUtil.SortInplace now correctly sorts - Also renamed these utils as previous names were confusing Tests: ran the old + new unit tests - all pass
10 Months Ago
Update: Adding unit tests for CollectionUtil Discovered that my SortInplace is borked, so I'll fix it in the next update. Tests: ran the new unit tests
10 Months Ago
Prefab cleanup, minor optims and stripping client stuff from server
10 Months Ago
Various cleanups and fixes: - Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code. - Remove FastDebugLine from always included shaders, utilising shader variant stripping. - Add material(s) to ensure line shader is included in builds. - Work around Unity quirk: Can't set shader commands from material property blocks. - Add a define to avoid matrix packing for easily confused GPU drivers. - Clean up shader properties and exposed the actual distance for distance fade. - Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
10 Months Ago
merge from cookingv2 -> crafting_update
10 Months Ago
Fix modifiers being set to zero instead of fully removed - fixes yield bonus going to zero once digestion effect expired
10 Months Ago
Imported Bee Grenade World Model Updated Bee Grenade View Model