193,688 Commits over 4,079 Days - 1.98cph!

3 Months Ago
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset
3 Months Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
3 Months Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
3 Months Ago
Merge: from profiling_improvements - Fixes ProfilerBinViewer to display all available threads and fix invalid callstack depth calculation - Fixes a bug that would prevent json from being generated on busy servers - Fixes a bug with timelines being very-slightly out of sync - Optim/Bugfix to filter out all constructors from being profiled Tests: a lot of exports in the edittor and a bit of forced "bad" cases
3 Months Ago
Build troubleshooting
3 Months Ago
Bugfix: ServerProfiler - properly filter out constructors - Due to a typo (missing .) it would never match constructors and never filter them out Using release libs built from ec8c5522 Tests: snapshot in editor on Craggy - confirmed no contructors were recorded.
3 Months Ago
Bugfix: ServerProfiler - sync up non-main-thread timelines to main thread Previously it was possible to have a small gap at the very start of the snapshot on non-main thread views. Tests: exported a snapshot in the editor.
3 Months Ago
Bugfix: ServerProfiler - properly handle sheared callstack at the start of worker threads during export This revealed that I have a bug with non-main thread timing (things are slightly offset). Will fix next. Tests: injected data that was tripping up the export originally. Validated that it does trip up before fix, and now exports correctly after fix. Exported 10 snapshots in the editor - no failures, and all look correct.
3 Months Ago
Beeswarm FX with notes.
3 Months Ago
Flame turrets now cache the dominating building privilege they're linked to If they don't have any linked TC, we use a server cached GetNearestBuildingPrivilege Also adjusted the trigger exclude layers accordingly
3 Months Ago
Fixed fog being black on some maps with HDR
3 Months Ago
Added clothing to vertical slice loadout
3 Months Ago
merge from main -> aux2
3 Months Ago
Shotgun trap now uses server cached GetNearestBuildingPrivledge when not attached to a building Skip trigger check if we can't fire Set trigger Exclude Layers
3 Months Ago
Scientist Suits V4 rig
3 Months Ago
Bugfix: ProfileBinViewer - fix callstack depth calculation - Also replace RadioBoxGroup for threads with a Dropdown - turns out 50 threads radio buttons don't vertically fit my monitor. Who knew. Hoping it's the same issue in the json exporter. Tests: Opened a debug snapshot from official server.
3 Months Ago
Move Enemy Rebel to Combine tab, add icon & localization Move ammo localizations to .properties Hammer preview for point_worldtext https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg Newline support in point_worldtext Fixed Hammer breaking VMF files if they contain \n in keyvalue values New point_worldtext features Text spacing X/Y, orientation
3 Months Ago
viewmodel prefab updates
3 Months Ago
slight shift in torch trans y entity position
3 Months Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
3 Months Ago
Merge: from main Tests: none, no conflicts
3 Months Ago
merge from main
3 Months Ago
IsBuildingBlockedByVehicle merge fix
3 Months Ago
Merge from app_skip_field
3 Months Ago
Fix compile (some fields got stomped because these weren't in sync)
3 Months Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
3 Months Ago
Merge from fast_debug_draw
3 Months Ago
merge from main
3 Months Ago
Updated Rust+ protos so they are compatible with other protobuf code generators
3 Months Ago
Merge from /main
3 Months Ago
Merge from /main
3 Months Ago
Beeswarm progress.
3 Months Ago
Beehive texture size / mat setting optimization.
3 Months Ago
Merge from /main
3 Months Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
3 Months Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
3 Months Ago
merge from windmill_height_fix
3 Months Ago
Compile fix
3 Months Ago
Adding details to zigg bamboo stair piece
3 Months Ago
merge from crafting_update -> aux2
3 Months Ago
Update manifest
3 Months Ago
merge from windmill_height_fix
3 Months Ago
Bugfix: CollectionUtil.SortInplace now correctly sorts - Also renamed these utils as previous names were confusing Tests: ran the old + new unit tests - all pass
3 Months Ago
Update: Adding unit tests for CollectionUtil Discovered that my SortInplace is borked, so I'll fix it in the next update. Tests: ran the new unit tests
3 Months Ago
Prefab cleanup, minor optims and stripping client stuff from server
3 Months Ago
Various cleanups and fixes: - Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code. - Remove FastDebugLine from always included shaders, utilising shader variant stripping. - Add material(s) to ensure line shader is included in builds. - Work around Unity quirk: Can't set shader commands from material property blocks. - Add a define to avoid matrix packing for easily confused GPU drivers. - Clean up shader properties and exposed the actual distance for distance fade. - Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
3 Months Ago
merge from cookingv2 -> crafting_update
3 Months Ago
Fix modifiers being set to zero instead of fully removed - fixes yield bonus going to zero once digestion effect expired
3 Months Ago
Imported Bee Grenade World Model Updated Bee Grenade View Model
3 Months Ago
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)