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3,110 Commits over 915 Days - 0.14cph!

1 Year Ago
Command to manually expand render buffers
1 Year Ago
merge from main -> global_networked_bases
1 Year Ago
Enable "fastMode" on cached browser sqlite database
1 Year Ago
Removed tag filtering for cached queries since we didn't take into account excluded tags & the server browser filters out "weekly" tags already
1 Year Ago
Fix #SERVER in TriggerWorkbench
1 Year Ago
Update workbench trigger right when player enter or leaves a workbench trigger (rather than waiting up to 2 seconds)
1 Year Ago
Fix NRE presumably when sending an entity that is destroyed on startup
1 Year Ago
Fix turret not setting auth dirty when losing target behind LOS for >3 seconds and when turret is first turned on
1 Year Ago
merge from main -> trap_optimize
1 Year Ago
Fix server failing to startup due to heightmap being large
1 Year Ago
Fix cooldown missing from shotgun trap after it fires
1 Year Ago
Removed separate method for `VarString` and switched to bool overload for variable length vs fixed length Added support for variable length on byte[] and all string methods
1 Year Ago
Subtract the subtract
1 Year Ago
Merge from main -> threadsafe_protobuf
1 Year Ago
Fix byte[] being read with uint length but being written with var int length
1 Year Ago
Add ddraw.capsule Add ability to specify rotation of ddraw.box Add ability to overwrite distaneFade and zTest for most ddraw Add "help" to ddraw to show the arguments in F1 console
1 Year Ago
Regen protobuf
1 Year Ago
Try to merge main -> wire_tool_reconnect again
1 Year Ago
Merge from main -> wire_tool_reconnect
1 Year Ago
Send global update the next frame (to account for parenting after the entity is spawned)
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Convert brutalist prefabs
1 Year Ago
Add editor tool to convert brutalist only to instancing
1 Year Ago
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
1 Year Ago
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1 Year 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
1 Year Ago
Fix armored door not being blocked by debris
1 Year Ago
Increase building block trigger of debris so that wall debris will block building of floors attached to the same point
1 Year Ago
Merge from main -> trap_optimize
1 Year Ago
Add `auto_turret_budget_ms` and `gun_trap_budget_ms` to configure the budgeting (default 0.5ms per frame)
1 Year Ago
.meta file
1 Year 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
1 Year 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?)
1 Year 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)
1 Year 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()
1 Year Ago
merge from main -> global_networked_bases
1 Year Ago
Reset index of trianglebuffer & indexbuffer when creating geometry buffer
1 Year Ago
Fix cache button visual defaulting to true even though it is false
1 Year Ago
Prioritize pinging serers that have never been seen / cached first Unlock ping DB when playmode stops (so you can debug db in editor)
1 Year 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
1 Year Ago
Add 'use cache' button back to server browser Reimplement code that uses cache vs steam browser
1 Year 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)
1 Year Ago
Merge from main -> cached_server_browser
1 Year Ago
Fix SLOD of standard cliff material as well
1 Year Ago
Change arid cliff lowest quality LOD from `Standard` -> `Rust/Standard` shader
1 Year Ago
Cleanup
1 Year Ago
Fix global networking using excessive amounts of bandwidth
1 Year Ago
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1 Year Ago
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1 Year Ago
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