131,428 Commits over 4,232 Days - 1.29cph!

4 Days Ago
4 Days Ago
Paint ocean topology, fix errors
4 Days Ago
Get scene up and running, replace old static research/repair benches with modern versions
4 Days Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
4 Days Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
4 Days Ago
4 Days Ago
Also include mesh stripping on Rust.Ai and Content directories
4 Days Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
4 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
4 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
4 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%)
4 Days Ago
Boat building station now behaves the same when ent killed as when destroyed (attempt to finish boat, kill everything otherwise)
4 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
4 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
4 Days Ago
Fix print_prefabs having wrong order of columns (existing issue??)
4 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
4 Days Ago
Fix deleteentitiesbyshortname not replying correctly, improve feedback and add usage descriptions
4 Days Ago
Ship dock_broken01a.mdl with fixed physics * No more bits sticking out Fixed StudioMDL crashing when creating folders for the model Fixed utilityconnecter006b/d.mdl physics Fixed certain NPCS constantly lowering their weapons after each burst Mossman/Kleiner/Breen/Eli Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
4 Days Ago
Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
4 Days Ago
Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
4 Days Ago
Merge from boat_building
4 Days Ago
Merge from more_auth
4 Days Ago
Can now set lock code from edit mode
4 Days Ago
Gun turret container on the attack heli now gets cleared correctly when using fixcars command.
4 Days Ago
Re-enable auto auth on place back to steering wheel
4 Days Ago
Renamed some prefabs, folders
4 Days Ago
Bunch more auth work, fixes and UI option consistency.
4 Days Ago
Started on the item tab
4 Days Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
4 Days Ago
Power mannequins to change their pose
4 Days Ago
Padding and layout fixes
4 Days Ago
Added RobotoMono-Bold
4 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
4 Days Ago
Fixed RobotoMono material fuckery
4 Days Ago
Burlap shoes repose/lods - added female prefab
4 Days Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
4 Days Ago
Console menu navigation
4 Days Ago
Ninja suit repose
4 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
4 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
4 Days Ago
Removed save file name from Craggy's GameSetup
4 Days Ago
Developer tool nav bar buttons
4 Days Ago
Client compile fix
4 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
4 Days Ago
Command block tests
4 Days Ago
Added the old console to the new developer tool prefab for now
4 Days Ago
Added indirect instancing for the ballpit spheres
4 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