143,697 Commits over 4,413 Days - 1.36cph!

Today
Update: fuzzy version of pool with CircularBuffer Fastest so far, but has a tendency to spill/allocate in during very high contention AllocDeallocST - Avg: 0.63ms, Created: 0 Spilled: 0 AllocDeallocMTShortLived - Avg: 2.79ms, Created: 144(0.45%) Spilled: 169(0.53%) AllocDeallocMTLongLived - Avg: 2.94ms, Created: 0 Spilled: 0 AllocDeallocMPSC - Avg: 3.26ms, Created: 0 Spilled: 0 Tests: ran unit and perf tests
Today
Satellite list tidyup
Today
Lock trajectory button styling, setup.
Today
Cherrypick from pool_mt/circularbuffer - test improvements
Today
Update(tests): gather and output more data about the test - track created and spilled (matters for next pool version) - more profiler markers Tests: ran perf tests
Today
Add thruster button prefab. Restyle thruster button.
Today
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Today
bowless crossbow world model anims edited
Today
merge from f1tools_demo_fix
Today
Use static list ticked through ServerMgr for npc networking instead of unity update
Today
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
Today
Fixed F1 menu tools tab not showing in demos
Today
Merge from main
Today
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
Today
Tidy up thruster panel.
Today
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
Today
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
Today
Use static list ticked through ServerMgr for navmesh agents instead of unity update
Today
reset electric furnace emissive texture and 3.1 value to original
Today
Merge: from pool_mt
Today
Update(tests): add a couple more perf tests - AllocDeallocMT -> AllocDeallocMTLongLived (biases Get, then Free operations), Avg: 3.56901ms - AllocDeallocMTShortLived - fetches and returns to pool immediately (to evenly spread pressure), Avg: 3.01974ms - AllocDeallocMPSC - simulates multiple-producers-single-consumer (emulates network write thread under jobs 2) Avg: 12.20773ms All cases - 32 tasks doing 1k allocs Tests: ran perf tests
Today
set dressing push on marketplace optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
Today
NRE fix for UI_Store.OnWarmupPage when the manifest is null
Today
merge from store_nre_fix2
Today
Fixed TestRunnerWindow error when opening foldouts CTRL + Click on an asset path parameter pings the asset in the project window Added to right click context menu too
Today
merge rust_relay_server -> main
Today
merge main -> rust_relay_server
Today
Mortar animator blend values updated
Today
Better logging on RustTestFixture::SpawnEntity
Today
Merge from parent (needs codegen)
Today
Merge from main
Today
Merge from main
Today
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Today
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Today
Merge from parent
Today
Merge from terrain_renderer
Rin
Today
merge from mortar_prototype
Rin
Today
Updated Mortar and ammo descriptions Fragmenation Mortar shell Radius 3.8m > 6m HE Mortar Shell Radius 3.8m > 4.5m Explosive damage 45 > 60
Today
Remove GPU device check testing functions and command Revert terrain culling ConVar back to admin
Rin
Today
merge from main
Rin
Today
Restrict Mortar from primitive
Today
Merge from main
Today
Use local top down hole map for non-screen space rendering (shadows, probes) Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain Render out stencil results to R8 hole mask and clear depth for those regions Handle alternate topdown render of hole volumes Use separate editor command buffers for hole rendering and terrain depth prepass Add Hole editor script
Today
New ChildAnimatorSubSystem Runs an entirely independent controller Has it's own weight, can target specific layers, etc Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
Today
mortar sounds
Today
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
Today
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
Today
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
Today
Add a warning to the state sync editor if the state name is incorrect