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12,921 Commits over 2,345 Days - 0.23cph!

5 Hours Ago
Fix GetUnmountedWaterFactor NRE
6 Hours Ago
Still run UpdateCelestials in headless mode (needed to set IsDay and IsNight on the server which things like solar panels use)
Today
Merge from naval_update
Today
Fixed magnet crane not marked as Can Sleep (I swear I did this last week)
Today
Merge from main
Today
Merge from naval_update
Today
Early return from the DroppedItem underwater check if the attached rigidbody is sleeping (it's unlikely to change submerged state while sleeping)
Today
Removed Vis.Entities from the artificial light and temperature calculations for growables, now queries a Grid of light and temperature sources These paths are now completely physics free
Today
Merge from relationship_optim
Today
Added PersistentObjectWorkQueueListBacked, a new version of PersistentObjectWorkQueue that can be provided with a separate list to iterate over Handy for situations where we don't want to maintain a separate list of objects to iterate over, we can now just provide a list and the work queue will iterate over it Doesn't have Add or Remove methods as it only reads the list Updated RelationshipUpdateQueue to iterate over player list instead of a separate, identical list Added an experimental fast path to UpdateAcquaintancesFor that checks the server occlusion state to see if two players can see each other rather than raycasting Much faster than a raycast, although it will still fall back to that if the server doesn't have occlusion enabled, can be disabled with BasePlayer.allowRelationshipServerOcclusion
Today
Move UpdateContacts in RelationshipManager to a PersistentObjectWorkQueue, budgeted to 0.05ms by default (BasePlayer.relationshipUpdateQueueFrameBudgetMs) This used to iterate over every player on the server every 1s so would scale poorly, will now gradually update relationships over time
Today
Merge from botcollider_optim
Yesterday
Replace ServerUpdateBots with a PersistentObjectWorkQueue In a test of 500 bots on the server (about baseline on an empty server) this was taking 0.25ms because it looped over every entity, every frame. The internal logic is time gated so it would only actually check/modify 5-15 each frame WorkQueue is budgeted at 0.05ms and goes through as many as possible in a frame within that window As this might result in some bot colliders temporarily being the wrong size for a frame or two I've added manual forced collider size updates when a player state changes that we are otherwise checking in the update process (mounting/dismounting/wounding/crawling) to minimise any delays
Yesterday
Merge from naval_update
Yesterday
Don't do any processing for UpdateReputations if the player's reputation state hasn't changed
Yesterday
Readd nextPlayerCheck to JunkpileWater, we don't need to be running this check every frame on every junkpile
Yesterday
Adjust TOD headless check to work via compiler defines, it seems liike cameras are still present on the server (although not doing anything) so it thought it was running on the client Should save 0.1ms a frame
Yesterday
Marked FishSwarm as client only, was profiling as 0ms but it was still running a coroutine so might as well nuke it on the server
Yesterday
Merge from main Only conflict is cake.entity, auto resolved
5 Days Ago
Remove SimpleFloatingEntity and associated prefabs, they were never used
6 Days Ago
Magnet crane can now sleep Seems to take a couple of tries to actually settle once a player dismounts Had to add some box colliders to replace the wheels otherwise the crane would sink into the ground once the wheels were disabled The one magnet crane on the map was taking 0.28ms each fixed update even when not in use and was the slowest part of the fixed update, now takes 0.06ms once sleeping
6 Days Ago
Merge from farm_plant_respawn_fix
6 Days Ago
Merge from naval_update
6 Days Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
6 Days Ago
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar) Strip all NavMeshObstacles on floating cities
6 Days Ago
Merge from naval_update
6 Days Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
6 Days Ago
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7 Days Ago
Merge from naval_update
7 Days Ago
Merge from nav_optimisation Bump radius to 200m just to be safe
7 Days Ago
Move the player check up to ScientistNP2 and disable the FSM as well
7 Days Ago
Don't run LimitedTurnNavAgent if there are no players within 150m Check every 5s
7 Days Ago
Static planter boxes in the deep sea (farm barge) spawn their plants ripe and will respawn them every 2 minutes
7 Days Ago
Merge from naval_update
7 Days Ago
Fix casino npc not hooked up to vending machine S2P all floating cities
7 Days Ago
Adjust scale of deep sea ghost ship markers
7 Days Ago
Fixed warning spam on space LR
7 Days Ago
Merge from lr_canvas_rework
7 Days Ago
Hooked up low ammo and burst indicators
8 Days Ago
First pass on overhauling the space LR readout to work with regular renderers and not canvases as canvas world space rendering completely breaks down at world edges and in the deep sea Baked out a texture for the LCD font, made a material and quad per digit
8 Days Ago
Merge from naval_update
8 Days Ago
Wrap the bag parenting logic behind a convar that's on by default just in case (debug.bag_respawn_parenting) as it's a little risky
8 Days Ago
When respawning on a sleeping bag that is parented to a player boat, parent the player to the boat immediately on spawning instead of waiting for the parenting volume to pick it up Hopefully fixes cases of getting stuck clipping when spawning close to a solid object while the boat is in motion
8 Days Ago
Sail canvas collider now ignores player movement, prevents players geting stuck Switch the boat planner material to Rust Standard/Cloth, fixes wacky motion blur
8 Days Ago
Add a death screen icon for the new scientist
8 Days Ago
Protobuf, codegen
8 Days Ago
Merge from main (will need fixes)
8 Days Ago
Merge from main
8 Days Ago
Clamp the cannon pitch and yaw to zero on the client as the camera eye controller was still being run and rotating around even though we couldn't see it since the cannon takes over the camera Fixes the player spinning around when dismounting the cannon
8 Days Ago
Standardised cannon LODs