161,627 Commits over 4,597 Days - 1.46cph!

1 Year Ago
Reduce vis range
1 Year Ago
Changed the simulation steps to be multiple compute dispatches to fix collisions on the GPU
1 Year Ago
Cache bbs privilege
1 Year Ago
tools tab
1 Year Ago
Updated the Verlet Integration physics to work on the GPU
1 Year Ago
vault door impact fx hit fix
1 Year Ago
M92 - Updated textures
1 Year Ago
Calculate cellsize based on vertex count and texels per unit Use max axis for LOD distance Use camera position snapped to half cell increments for LOD distance Change LOD falloff to log function Enable shore wetness
1 Year Ago
Got building working at Team B monument
1 Year Ago
WIP auth support for team build zones, not working yet
1 Year Ago
Each team has their own spawn beach
1 Year Ago
Create game mode, create two teams on start and auto add new players to the lowest pop team
1 Year Ago
1 Year Ago
Paint ocean topology, fix errors
1 Year Ago
Get scene up and running, replace old static research/repair benches with modern versions
1 Year Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
1 Year Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
1 Year Ago
1 Year Ago
Also include mesh stripping on Rust.Ai and Content directories
1 Year Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
1 Year Ago
Add RefillAsync() method but it already doesn't work on 2022 - the Transform parent parameter is ignored and not fixed until Unity 6 so the refilled prefabs are spawned in the main scene instead of attached to the inactive root
1 Year Ago
Add editor only behavior to create pools when a prefab is first instantiated - currently it will only create the pool & start refilling it once the prefab is killed, not when it is first spawned - convar `instantiate_creates_pools` (default false) will cause the pool to created after the prefab is first spawned - this isn't an issue in standalone builds as it will warmup the prefabs on the menu and fill the prefab pool while connecting to the server - can't use the warmup command to fill pools in the editor as that takes 30s+ and isn't great for testing
1 Year Ago
Store time taken to instantiate each prefab when refilling the pool - base the average on up to the last 20 prefabs spawned - used to determine if we need to move onto async instantiation (for hackweek we will play around but later on) - use estimated time to enforce the per-frame budget a big more aggressively (don't instantiate a new prefab if it will exceed budget by 20%)
1 Year Ago
Boat building station now behaves the same when ent killed as when destroyed (attempt to finish boat, kill everything otherwise)
1 Year Ago
New: ServerProfiler can now dump raw binary of a managed method after JIT - using debug binary built from facc83cb Baby steps. No idea how to read it yet, and will need to explore how to control optimization levels. Tests: Exported Assembly-CSharp!BasePlayer::ServerUpdateParallel
1 Year Ago
Start by adding simple pool refilling - 0.1ms per frame creating prefabs until each pool is full - keep list of partially full pools, loop through them in order
1 Year Ago
Fix print_prefabs having wrong order of columns (existing issue??)
1 Year Ago
Hackweek XIV FPV Drone - Added drone, changed movement to mouse based pitch and roll, removed item container support, changed sound pitch, general flight model adjustments
1 Year Ago
Fix deleteentitiesbyshortname not replying correctly, improve feedback and add usage descriptions
1 Year Ago
Ship dock_broken01a.mdl with fixed physics * No more bits sticking out Fixed StudioMDL crashing when creating folders for the model Fixed utilityconnecter006b/d.mdl physics Fixed certain NPCS constantly lowering their weapons after each burst Mossman/Kleiner/Breen/Eli Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
1 Year Ago
Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
1 Year Ago
Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
1 Year Ago
Merge from boat_building
1 Year Ago
Merge from more_auth
1 Year Ago
Can now set lock code from edit mode
1 Year Ago
Gun turret container on the attack heli now gets cleared correctly when using fixcars command.
1 Year Ago
Re-enable auto auth on place back to steering wheel
1 Year Ago
Renamed some prefabs, folders
1 Year Ago
Bunch more auth work, fixes and UI option consistency.
1 Year Ago
Started on the item tab
1 Year Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
1 Year Ago
Power mannequins to change their pose
1 Year Ago
Padding and layout fixes
1 Year Ago
Added RobotoMono-Bold
1 Year Ago
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
1 Year Ago
Fixed RobotoMono material fuckery
1 Year Ago
Burlap shoes repose/lods - added female prefab
1 Year Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
1 Year Ago
Console menu navigation