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121,772 Commits over 4,048 Days - 1.25cph!

5 Minutes Ago
Update: move prefab processing to WorldSetup Tests: ran procgen with early out
6 Minutes Ago
Update: Prefab<T> gains a convenience (Prefab, T) constructor Tests: compiles
11 Minutes Ago
merge from jungle_dlc/jungle_storage_skin_fix/jungle_barrel_storage_corpse_gibs/
13 Minutes Ago
Re applied main changes on wicker and bamboo barrel corpses
25 Minutes Ago
CanSeeWallpaperSocket is now using alternative LOS checks Fixes some issues when trying to pickup and reskin wallpapers
2 Hours Ago
Use terrain normal map instead of deriving from the height map for better quality on steep edges, more accurate grass distance based cell count calculation
Today
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
Today
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Today
merge from main
Today
merge from networkcache_ownerid_fix
Today
By default, entities won't use the network cache when networking their owner info - Fixes drone owners not being able to set their ID - Fixes signs being inaccessible to their owner when locked
Today
flaregun blockout
Today
Rotation easing + fixes
Today
revert accidental change
Today
Update: Merging asset loading flows together - still editor only + debug code to early out - still slow (there's a number of issues left to resolve) Discovered that mixing Sync + Async loads causes an integration queue flush(big stall for us). This'll be a tricky problem to address, since SoundDefinition (and I presume others) load assets as part of OnValidate Tests: procgen in editor
Today
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
Today
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
Today
RustCraft
Today
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
Today
Update: hooking up gameobject spawning to async load logic - Contains a bunch of testing code used for profiling, will clean up in next update Needs a bit of rework to ensure both the orignal flow and new flow can work together. Tests: ran procgen
Today
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
Today
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
Today
Phrases
Today
Added some moving 3D perlin-worley noise to break up the light beams slightly
Today
proj matrix fixup, fix weather map noise tiling, more cleanup
Today
merge from hackweek_fps_logging
Today
Merge from hackweek_fps_logging
Today
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
Today
Inventory redesign
Today
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
Today
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
Today
Update: List and Array Shuffle range overloads Tests: none, trivial code
Today
Perm Store design
Today
Weekly skins tab new design
Today
Added better light scattering for the volumetric god rays
Today
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
Today
material changes to dog kennel
Today
Optim: replace prefab search logic with editor manifest lookups - commented out a bunch of code for quicker iteration, wil lrevert later - doesn't account for monument duplication/probability Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms Test: tried to procgen default editor map
Today
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
Today
turned emissive off on miner hat material so its not always on on world model
Today
Re-applied Planner.Server changes
Today
merge from main
Today
merge from debug_draw_fixes
Today
merge from miner_hat_metal_to_specular
Today
merge from /f1grenade_standard_to_specular_fix
Today
merge from large_wood_box_floor/large_wood_box_floor
Today
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Today
merge from crossbow_workshop_duplicate
Today
merge from computer_station_chat