reporust_rebootcancel

133,249 Commits over 4,293 Days - 1.29cph!

2 Months Ago
Update: display 32-bit disassembled instruction stream in editor window - ServerProfiler built from 5bff6c48 Couple weird issues - textfield goes invisible half-way through (but can copy the text out of it and goes back visible before end), binary stream differs between managed and unmanaged sides. Will chase up next Tests: viewed BasePlayer::ServerUpdateParallel
2 Months Ago
Fix console not working on first open (eg youd open it to a blank screen)
2 Months Ago
Group buckets via log type (log types that are different from the 'running log' will create a new bucket
2 Months Ago
Merge from parent
2 Months Ago
Setup correct warning colour
2 Months Ago
- Setup virtual flex - Got something printing, buffer is working
2 Months Ago
sea netting textures added
2 Months Ago
Initial console page backend work: - Timestamp bucketing system - Fixed size queue system - Simple rewrite of console
2 Months Ago
merge from boat_building
2 Months Ago
Info panel and prefabs
2 Months Ago
TechTreev2 0.1
2 Months Ago
Check auth for finish building
2 Months Ago
Player blink updates (for media team) - Re-exported the anim with no baked keys on any of the skeleton except eyes & lids - Added BlinkMask avatar - Added 3p_eye_anims_add (additive animation)
2 Months Ago
Check for auth when trying to clear build area
2 Months Ago
merge from main
2 Months Ago
Large Backpack female pose/lods
2 Months Ago
Wheel code fix
2 Months Ago
Savas-specific terrain config (WIP)
2 Months Ago
Cherrypick 136678 and 136674 from naval_missions
2 Months Ago
Fixed tunnels.
2 Months Ago
Fix collection modified exception in MissionEnded
2 Months Ago
Jumpsuits male/female/lods repose
2 Months Ago
Item tab is populated by items, can switch categories Some layout changes
2 Months Ago
Hackweek XIV FPV Drone - Changed torque alignment from worldspace to local space, no longer looses control at extreme incline angles, removed some storage remainings in prefab
2 Months Ago
Fix issue with potential null boomboxes on underwater labs mission start
2 Months Ago
merge from main
2 Months Ago
Vagabond jacket repose/lods Added female version Added conditional meshes Updated AO map/material
2 Months Ago
Reduce vis range
2 Months Ago
Changed the simulation steps to be multiple compute dispatches to fix collisions on the GPU
2 Months Ago
Cache bbs privilege
2 Months Ago
tools tab
2 Months Ago
Updated the Verlet Integration physics to work on the GPU
2 Months Ago
vault door impact fx hit fix
2 Months Ago
M92 - Updated textures
2 Months Ago
Calculate cellsize based on vertex count and texels per unit Use max axis for LOD distance Use camera position snapped to half cell increments for LOD distance Change LOD falloff to log function Enable shore wetness
2 Months Ago
Got building working at Team B monument
2 Months Ago
WIP auth support for team build zones, not working yet
2 Months Ago
Each team has their own spawn beach
2 Months Ago
Create game mode, create two teams on start and auto add new players to the lowest pop team
2 Months Ago
2 Months Ago
Paint ocean topology, fix errors
2 Months Ago
Get scene up and running, replace old static research/repair benches with modern versions
2 Months Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
2 Months Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
2 Months Ago
2 Months Ago
Also include mesh stripping on Rust.Ai and Content directories
2 Months Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
2 Months 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
2 Months 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
2 Months 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%)