userJake_Richcancel

3,309 Commits over 945 Days - 0.15cph!

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
██▉ ▊▅▇, ▄██▌▊▌▋▌▇, ▋▅▆▇.▆▇▆▌▊▆ & ▊▇▉▆.▅█▇▄▋▅▍▉█▄▆▆▄▌▌ █▋ █▉▌█▅▊ ▇█▌▆▊▌█▉▍
1 Year Ago
▍▅▌█▋█ ▊▍▇█▍▄▄▇▊ ▅▋▊▇ ▌▅▄▊ ▆▅▄ █▍▍▆▄▅▊ ▋▋▍▊, ▋▌▋ █▋ ▇▋▍▌▄▉ ▋▇▄ ! ▆▊▆ ▊▍█▉ ▇▋▍▋▄▄█ ▌█▇▉▊█ ▍▌▊▇█▋▌, ▇▆▍ ▍▅▉▆ ▌██▄▌█▅█▅▋ ▋▋▆ ▇▄█▋ ▄▄▌▄█▄▌▆▆, ▊▅▄ ▋▄▉█ ▌▉█▍ ▆▊▆ ▇▉▊
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
▌▇▅ ▅▌▇ ▉▅▉▅ ▆█▄, ▋▇▋▌▌▋ ▅▌▋ █▌▇▋▋▅▇ ▇▊█ ▊▇▋▉▊▄▌▄▆▍ █▄██▄▇▋
1 Year Ago
▇▄█ ▍█▉▅▊ █▋▉▊ ▇▆▊ ▅█▆▋ ▋▋▉▇█▆▄▌▉ ▄▉▆▅▆ ▇▇▉▌ ▇▋██▋▍▍▍ ▊▋▆▊ ▊█▍▌▊ ! ▄▌▋▍▊ ▇▊▊▉▌█ '██▄▌▅-▇▄▉▇-▆▄▊' ▇▉▊▇ ▉▌▇▄▇▆▉▆▉-▌▌▊▇-▌
1 Year Ago
▋▅▇ ▆▄▌▋▅▄▊▇▆▆▊▉▆▅, ▇▊▉▇▋▌█▍, ▅▆▊▆▅▅▇▍▆▇█▇▆▆▋▅ ▌▅▊▇ ▍▋ ▆▇▆▄▉ ▋▄█▍▇▍▇▍▊ ! ▅▌▍█▍▆ ▄▇▅ ▍▌▅▍▇█
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
▍▆▋██▅▆▄▉▅ █▄█▉▊ (▄▋▊ ▌▍▌▉ ▉▅▍▌▅▄ ▍▋█▆▉▄)
1 Year Ago
▌▊▇ ▄▉▇▇ ▄▇▇▍█▄ ▉▆▌▌ █▋ ▅▊▄ ▆█ ▋▉█▌▇▅▋ (▊▊▍█ ▅▌▄ ▌▍▊█ ▍▇▌▆▋▄ ▆▌ ▌▇▊▄▊ ▌█ ▌▇▄ ▍▉▊▅▊) ▆▋▄▄ `▅▍▋▉▌▉_▅▅▌▊█▋▇▉▉_▆█▄▊▇▊_▋▍▋▌` ▍ ▄▋▋▋▊█ ▊▄▄▌▄▋ ▋██▋▊▆▌ ▆▊ ▍▅▍▆▅ ▄▋██▄▄ ▊▌▉▇ ▇▄▄▍ `▄▆█▋▅▊▇▆▍` ▌ ▄▊▌▊▇▅ ▊▌▉██▍ ▉▊ ▋▄▄▍▍▅▇ ▉▆▌ ▅▇█ ▇▋▉▌▋▌▉▇ ▇▅ ▄█ ▇▊▉▉ ▉▉▅▊ ▌▍▅▉▇▇ (▋▉▉▇▍█ ▄▊▆▄▍▉▊▅▄▇ ▇▌▄█▉█▌▍ ▋▇▄▊▊ ▇▉▍██)
1 Year Ago
▅█▊ "▊▉▋█▉▍▇▌▌▉▌▉▍▆▉█▍▅▇()" ▇▊▊█▍▍▇▆ ▊▌▆ ▋▊ ▊▋▉ ▍▋▅█▊▅▄▉ ▄▍▅▇▉ ▇▊ ▋█▋▄▄▄▅▌█ ▆▊▊ ▄▉▌▅▍▆▊ ▊▋▋▋▋▆
1 Year Ago
Enable emmisive on root combiner & branch lights
1 Year Ago
Fix upgrade gibs & destroy gibs for shipping container being rainbow colored
1 Year Ago
Merge from main -> global_networked_bases
1 Year 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?)
1 Year Ago
Put all servers that failed to respond to the query into a "Unqueried" list intead of "Unresponsive"
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Disable RendererBatch component on all container skin prefabs
1 Year Ago
Tool to disable render batching for container skin
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Remove LOD2 from stone wall frame
1 Year Ago
Don't render submeshes without a material (used to use the last material) Fixes ramps having texture atlas at lower LOD
1 Year Ago
Fix wood ramp using Standard material instead of Rust/Standard
1 Year Ago
Move back to manually requesting mipmap of textures from materials (ShaderUtil is editor only) Add detail layer textures
1 Year Ago
#CLIENT out material changes
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Change stone wall frame shadow material to shadow material Add tool to list all prefabs with incorrect shadow material
1 Year 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)
1 Year Ago
Update global_networked_bases/2021