131,149 Commits over 4,232 Days - 1.29cph!

Cherrypick 136678 and 136674 from naval_missions
Today
Fixed tunnels.
Fix collection modified exception in MissionEnded
Jumpsuits male/female/lods repose
Today
Item tab is populated by items, can switch categories Some layout changes
Today
Hackweek XIV FPV Drone - Changed torque alignment from worldspace to local space, no longer looses control at extreme incline angles, removed some storage remainings in prefab
Fix issue with potential null boomboxes on underwater labs mission start
Today
merge from main
Vagabond jacket repose/lods Added female version Added conditional meshes Updated AO map/material
Today
Reduce vis range
Today
Changed the simulation steps to be multiple compute dispatches to fix collisions on the GPU
Today
Cache bbs privilege
Today
tools tab
Yesterday
Updated the Verlet Integration physics to work on the GPU
Yesterday
vault door impact fx hit fix
Yesterday
M92 - Updated textures
Yesterday
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
Yesterday
Got building working at Team B monument
Yesterday
WIP auth support for team build zones, not working yet
Yesterday
Each team has their own spawn beach
Yesterday
Create game mode, create two teams on start and auto add new players to the lowest pop team
Yesterday
Yesterday
Paint ocean topology, fix errors
Yesterday
Get scene up and running, replace old static research/repair benches with modern versions
Yesterday
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
Yesterday
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
Yesterday
Yesterday
Also include mesh stripping on Rust.Ai and Content directories
Yesterday
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
Yesterday
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
Yesterday
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
Yesterday
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%)
Yesterday
Boat building station now behaves the same when ent killed as when destroyed (attempt to finish boat, kill everything otherwise)
Yesterday
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
Yesterday
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
Yesterday
Fix print_prefabs having wrong order of columns (existing issue??)
Yesterday
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
Yesterday
Fix deleteentitiesbyshortname not replying correctly, improve feedback and add usage descriptions
Yesterday
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
Yesterday
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
Yesterday
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
Yesterday
Merge from boat_building
Yesterday
Merge from more_auth
Yesterday
Can now set lock code from edit mode
Yesterday
Gun turret container on the attack heli now gets cleared correctly when using fixcars command.
Yesterday
Re-enable auto auth on place back to steering wheel
Yesterday
Renamed some prefabs, folders
Yesterday
Bunch more auth work, fixes and UI option consistency.
Yesterday
Started on the item tab
Yesterday
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching