147,692 Commits over 4,444 Days - 1.38cph!

Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages Update all existing resource entities so collision meshes are held in the new arrays instead Update collapse blocker to correctly swap out its colliders at each stage
Today
▆▋▋▌▆▇█ ▄▅▌▉▊▄▋▊▊▍▍▆▄▅▆▌▇▅ ▌ █▌▅ ▍▋▍ ▍▍▅▊█▆▋▄▊ ▊▋ ▋▆▍ ▅▆▊▅▇▋ ▇▄▅▍▌█▊█▍▉▍▆ ▄▊▋▄ ▊▄ ▆▊▆▆▇█▉ ▅▄▆▊▅▆ ▄▊▍▉▌▌▅ ▋▍▉▆▅▅▋█▊▊ ▅▅▊ ▊▌▊ ▉▅▋▋▇▋ ██▌▋▇ ▌▉▅ ▄▍▆█▆▆ ▄▍ ▅▆▊▄█ █▄█▉ ▉▅▄ ██▄▅ ▌▄▉▅ █▇▌▌ ▍▉▉▆ ▍▅█▊▉▉
Today
Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts Existing 10k test is a bit unrealistic (even if shows nice improvement) Tests: ran perf tests
Today
Loot ground scatter now has additional checks
Today
Added reverb zones to complex_b and damaged_wing
Today
Remove specific WINVER targets for Windows builds * Was 501 (WinXP) for 32bit builds, and 601 for 64bit builds, now should default to Win10 target * Fixes Hammer not building due to usage of DPI functions
Today
FPV Goggles - Initial prefab setup, added placeholder model, ran manifest, added localization, mesh not visible on player yet
Today
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
Today
Lighting prefab. Exit sign layer shift to stop it from being reflection probed.
Today
SatellitePendingCrashSite prefab fixes
Today
Fix compile error after merge
vending_stats_crash_fix -> main
vending_stats_page_fix -> main
Today
merge from main -> fix_server_browser_compression/http_client
- Remove some test code in for disk - Add using statements
Today
Fix foliage rendering with camera motion blur
Today
apartment complex HLOD and S2P some material saves
Today
Metas doing my head in
Today
placed new decals in core and wing of apartment building
Today
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
Today
Hammer DPI scaling improvements KeyValuesToTablePreserveOrder further tweak * Do not turn 0 to 1 key if there's only 1 key Fixed Hammer Entity KeyValue names drawing over the second column Implement partial prediction latch resets from TF2 SDK/CS:GO * Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now. Make player health non predictable * This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events. Fixed status bar scaling in Hammer Minor cleanups Fix ammo/net library not resetting serverside on disconnect Added cyclic reference test to net.WriteTable and util.TableToKeyValues Implemented chained command auto complete (Community Contribution) Minor compile warning fixes Fix OSX compile Minor cleanup Fixed 64bit studiomdl crashing due to recent changes
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
Today
Fixed discord signout button showing under the social menu
Today
- Updated subsystem with bespoke animator - Removed holdtype controllers - Updated entity
main -> game_room_dlc
Today
set of projected decals graffiti for the apartment complex interior areas
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs
Today
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason) Fixed telephone using wrong player animation Fix phone handle alignment with r_prop Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
Stop duplicate stats pages opening on top of each other
Today
Compile fix
convar_odd_lookup_behaviour -> main
Fix 'global.x' console commands leaking into other namespaces The console's "global namespace" shortcut was also firing for explicitly-qualified input - Add unit test
Today
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
Today
Update: GetWaterFactors - fetch parent entity only once - updated perf test to have 5% to spawn parented player Tests: ran unit tests
Today
merge from main again?
Today
cleanup
Today
merge from main
Today
Added Exp2 method to RustRenderPipelineSettings and added the compute shaders needed for auto exposure to the pipeline settings and resource data context
Today
micro-optims for triangle processing jobs
Today
Optim: GetWaterFactors - add overload that can use cached mountables states for active players - amended perf tests to spawn players with 5% chance to be mounted 400 batched queries: 0.6ms -> 0.55ms (serial are 2.32ms) Tests: ran unit tests
Today
merge from main
Today
update from main
Today
Updating poker bandana to V4 skeleton
▍ ▍▅▉▋▉▅█▅▍▌█▇▊▍▄▌▋▄▊▇█▆▄▆▋▋▋ ▌▋ ▌▉▇▍
█ ▊█▇ ▆▋▊▍ ▄▉▅▊▊▅▆██▅ ▄▆▆▅▄▊▅▄▍ ▄▉ ▍█▇▍▍▉▄▉▇▊█▋▍▋█▄▋▆▍▊▇▋▋▋▇▋▆▊ ▋ ▆▅▋▉█▅▅▌ ▋▋ ▊▅▍▄█ ▉▉▇▇ ▉▊█▋ ▍█ ▆▅▊▉ ▉▆▆ █▋▅▉▋▅█▊▇▆▄▉▇▉▇▋▇▅▌█ ▌▅▅▋ ▇▌▅▅ ▍█▆▅▉▇▋▆▌▍▌
Today
optimized island cleanup to 0.25x the cost, flat 2 pointer array instead of a NativeQueue and replacing frequent coord->index conversion for index stride offsets
Today
Major refactor/cleanup wip
Today
Optim: ServerCachePlayerInfo - move isMounted and mountables caching to point of modification instead of every frame Tests: built a boat on craggy and steered the wheel
Today
Update: ServerCachePlayerInfo - cache isMounted, mountable for player Tests: built a bouat on Craggy and used the steering wheel
Today
Merge from main