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6,843 Commits over 1,096 Days - 0.26cph!

55 Minutes Ago
- Cleanup - Fixes stopping treating base player npcs like humans
1 Hour Ago
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
1 Hour Ago
Ensure global map markers skip the LOD system
1 Hour Ago
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
Swap tick based LOD to a time based one so we can support running on low fps servers
radwater_color -> main
Minor colour changes
Tint radioactive water a slight green colour Affects: throws, sprinklers, etc
pt_boat_scientists_ignoreplayer -> main
Swap over Check.cs methods to be extensions
Pt boat scientists respect Convar.AI.ignoreplayers
Test if Rust.Application.Startup() actually runs in a build - seems like it could've been skipped and left isPlaying as false Should fix UI country selection being empty as well as UI_StoreCarrouselButton.Init and StyleAsset.ShouldTween not working properly
country_ui_empty_list_fix -> main
- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings - Let clients drop the extra delay if the setting is off on the server
Yesterday
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player. Uses cell coordinates Doesnt affect players. Needs more work to stop affecting gameplay with animals etc. Initial experiments show a 75% decrease in entity position network traffic at high distances 50% reduction in entity position updates at medium distances
Yesterday
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
Yesterday
full_parented_mounting -> main
Yesterday
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Yesterday
Profiling
Yesterday
Fix bugs with group change polling
Yesterday
Delete old tests
Yesterday
Remove PlayerSyncCycle - not needed anymore Remove MountedSyncSystem for vehicle seats - not needed anymore
Yesterday
Compile fix
2 Days Ago
Better comment for the suitable parent hack when dismounting (ensure the correct triggers fire when dismounting from a parent mountable)
2 Days Ago
Swap over to fully using the parented mountable system rather than only using it for a few specific types of vehicles This should reduce network overhead when driving any vehicle/sitting in a seat
2 Days Ago
pt_boat_turret_rewrite -> main
5 Days Ago
menu_alloc_fix -> main
5 Days Ago
Stop UI_Hero_Twitch drops allocating 60B/s whilst the menu is open
6 Days Ago
development_server_fix -> main
6 Days Ago
Cleanup cache query return
6 Days Ago
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server
6 Days Ago
Budget group-change entity snapshots to fix client stutters when loading grids with large bases. The server sent up to 512 snapshots per player tick, which flooded the clients receive tick instantly anyway New server.snapshotsendrate (default 800/s per player) sets a budget from seconds (rather than ticks)
6 Days Ago
biofuel_generator_anim_fixes -> main
6 Days Ago
network_optims -> main
6 Days Ago
Fix merge conflicts
6 Days Ago
client_controls -> pt_boat_rewrite (broken)
6 Days Ago
turret_viewmodels -> pt_boat_turret_rewrite
6 Days Ago
biofuel_generator_poolingfix_2 -> main
6 Days Ago
Dont cut off the stir sound
6 Days Ago
Fix more pooling errors with biofuel generator
6 Days Ago
Dont allow player to use pt boat whilst restrained
6 Days Ago
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7 Days Ago
pt_boat_rewrite -> client_controls
7 Days Ago
main -> pt_boat_turret_rewrite
7 Days Ago
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