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4,510 Commits over 1,249 Days - 0.15cph!

2 Years Ago
Save instanced render distance convar Codegen
2 Years Ago
merge from main -> hackweek_backpacks_2
2 Years Ago
Lower craft amount to maximum craftable after inventory is updated and craft text is not selected (to handle inventory updating from server after UI calculates max amount)
2 Years Ago
Fix craft amount reseting to `1` each time you craft more than 1 item
2 Years Ago
Cherrypick 88308 and 88309 (MaterialPropertyBlock not rebuilding after resize)
2 Years Ago
Ensure MaterialBlocks are rebuilt after the cell allocator buffers are resized
2 Years Ago
Fix 2021 branch compile error
2 Years Ago
update global_networked_bases/2021
2 Years Ago
Command to manually expand render buffers
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Enable "fastMode" on cached browser sqlite database
2 Years Ago
Removed tag filtering for cached queries since we didn't take into account excluded tags & the server browser filters out "weekly" tags already
2 Years Ago
Fix #SERVER in TriggerWorkbench
2 Years Ago
Update workbench trigger right when player enter or leaves a workbench trigger (rather than waiting up to 2 seconds)
2 Years Ago
Fix NRE presumably when sending an entity that is destroyed on startup
2 Years Ago
Fix turret not setting auth dirty when losing target behind LOS for >3 seconds and when turret is first turned on
2 Years Ago
merge from main -> trap_optimize
2 Years Ago
Fix server failing to startup due to heightmap being large
2 Years Ago
Fix cooldown missing from shotgun trap after it fires
2 Years 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
2 Years Ago
Subtract the subtract
2 Years Ago
Merge from main -> threadsafe_protobuf
2 Years Ago
Fix byte[] being read with uint length but being written with var int length
2 Years 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
2 Years Ago
Regen protobuf
2 Years Ago
Try to merge main -> wire_tool_reconnect again
2 Years Ago
Merge from main -> wire_tool_reconnect
2 Years Ago
Send global update the next frame (to account for parenting after the entity is spawned)
2 Years Ago
Merge from main -> global_networked_bases
2 Years Ago
Convert brutalist prefabs
2 Years Ago
Add editor tool to convert brutalist only to instancing
2 Years 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
2 Years Ago
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2 Years 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
2 Years Ago
Fix armored door not being blocked by debris
2 Years Ago
Increase building block trigger of debris so that wall debris will block building of floors attached to the same point
2 Years Ago
Merge from main -> trap_optimize
2 Years Ago
Add `auto_turret_budget_ms` and `gun_trap_budget_ms` to configure the budgeting (default 0.5ms per frame)
2 Years Ago
.meta file
2 Years 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
2 Years 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?)
2 Years 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)
2 Years 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()
2 Years Ago
merge from main -> global_networked_bases
2 Years Ago
Reset index of trianglebuffer & indexbuffer when creating geometry buffer
2 Years Ago
Fix cache button visual defaulting to true even though it is false
2 Years Ago
Prioritize pinging serers that have never been seen / cached first Unlock ping DB when playmode stops (so you can debug db in editor)
2 Years 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
2 Years Ago
Add 'use cache' button back to server browser Reimplement code that uses cache vs steam browser
2 Years 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)