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1,589 Commits over 488 Days - 0.14cph!

Today
Convert brutalist prefabs
Today
Add editor tool to convert brutalist only to instancing
Yesterday
Added VarUInt read & write methods because protobuf serializes strings different than NetRead & NetWrite does Ensure stream position is correctly offset when writing strings & variable length int
Yesterday
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5 Days Ago
Added [ThreadStatic] to staticBuffer Try to use NetRead and NetWrite directly instead of the staticBuffer when serializing protobuf Add IStreamReader and IStreamWriter, inherit for NetRead and NetWrite Move Defines to Rust.Data and rename to NetworkDefines Update references to account for moved Defines.cs
7 Days Ago
Fix armored door not being blocked by debris
7 Days Ago
Increase building block trigger of debris so that wall debris will block building of floors attached to the same point
8 Days Ago
Merge from main -> trap_optimize
8 Days Ago
Add `auto_turret_budget_ms` and `gun_trap_budget_ms` to configure the budgeting (default 0.5ms per frame)
8 Days Ago
.meta file
8 Days Ago
Move AutoTurret to PersistantObjectWorkQueue<> (instead of invokes that requeue each frame) Add `GunTrapScanWorkQueue` to make shotgun traps budgetted to 0.5ms / frame Register turrets & shotgun traps with their budgeted queues when they are spawned & unregister when destroyed
8 Days Ago
Change List<> in PersistantObjectWorkQueue to ListHashset<> (incase many entities in the "queue" cause a slowdown) Iterate with the Array instead of ListHashSet[] because of comment claiming Array[] is 2x faster to iterate than List<> (in mono?)
11 Days Ago
Optimize shotgun traps by using the TC of the shotgun trap instead of the player it is trying to shoot at Cache the TC for 3 seconds in shotgun trap (we still check auth normally)
11 Days Ago
Optimize turrets on the server by caching if there are any un-authed target in range & skip scanning targets if that is the case Mark auth as dirty when players are removed from auth or come into trigger range while unauthed Add Action onto TriggerBase for OnEntityEnterTrigger() and OnEntityLeaveTrigger()
13 Days Ago
merge from main -> global_networked_bases
13 Days Ago
Reset index of trianglebuffer & indexbuffer when creating geometry buffer
15 Days Ago
Fix cache button visual defaulting to true even though it is false
15 Days Ago
Prioritize pinging serers that have never been seen / cached first Unlock ping DB when playmode stops (so you can debug db in editor)
15 Days Ago
Use cached ping value to sort servers (since we can't update a struct's ping) Set default ping of server to cached value
15 Days Ago
Add 'use cache' button back to server browser Reimplement code that uses cache vs steam browser
16 Days Ago
Reimplement cached browser in a much simplier format Submit single query for ping after cached serverlist is downloaded instead of prioritizing pinging servers that are currently visible on screen Add method to VirtualScroll that updates items that are visible Set ping text to '?' every frame until the cache is populated (rather than complicated tasks and callbacks)
16 Days Ago
Merge from main -> cached_server_browser
19 Days Ago
Fix SLOD of standard cliff material as well
19 Days Ago
Change arid cliff lowest quality LOD from `Standard` -> `Rust/Standard` shader
19 Days Ago
Cleanup
19 Days Ago
Fix global networking using excessive amounts of bandwidth
20 Days Ago
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20 Days Ago
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20 Days Ago
▅█▊ "▊▉▋█▉▍▇▌▌▉▌▉▍▆▉█▍▅▇()" ▇▊▊█▍▍▇▆ ▊▌▆ ▋▊ ▊▋▉ ▍▋▅█▊▅▄▉ ▄▍▅▇▉ ▇▊ ▋█▋▄▄▄▅▌█ ▆▊▊ ▄▉▌▅▍▆▊ ▊▋▋▋▋▆
20 Days Ago
Enable emmisive on root combiner & branch lights
20 Days Ago
Fix upgrade gibs & destroy gibs for shipping container being rainbow colored
20 Days Ago
Merge from main -> global_networked_bases
20 Days Ago
Fix steam browser stopping query after 10s by returning every server that didn't respond and showing ? ping (why does steam source query the servers if it already serves all the data from the master server?)
21 Days Ago
Update global_networked_bases/2021
21 Days Ago
Disable RendererBatch component on all container skin prefabs
21 Days Ago
Tool to disable render batching for container skin
21 Days Ago
Merge from main -> global_networked_bases
22 Days Ago
Remove LOD2 from stone wall frame
22 Days Ago
Don't render submeshes without a material (used to use the last material) Fixes ramps having texture atlas at lower LOD
22 Days Ago
Fix wood ramp using Standard material instead of Rust/Standard
22 Days Ago
Move back to manually requesting mipmap of textures from materials (ShaderUtil is editor only) Add detail layer textures
22 Days Ago
#CLIENT out material changes
22 Days Ago
Update global_networked_bases/2021
22 Days Ago
Change stone wall frame shadow material to shadow material Add tool to list all prefabs with incorrect shadow material
22 Days Ago
Move MaterialCache to a separate .cs file Request the highest mipmap every single texture attached to a material (to handle both standard and blend shaders)
22 Days Ago
Update global_networked_bases/2021
22 Days Ago
Set multidraw convar enabled by default (regardless of unity version to fix default value) Add bool `IsMultidrawEnabled` and return false in 2019
22 Days Ago
Remove reflection probe from triangle container floor (making it look like stone)
22 Days Ago
Remove instancing from sandbag & stone barricades (they have skins) and from industrial combiner & splitter (left over from prototype)
22 Days Ago
Cherrypick 86942 (fix to enable multidraw by default in 2021)