reporust_rebootcancel

125,754 Commits over 4,109 Days - 1.28cph!

4 Months Ago
Strip the massive target detection trigger from the client Set the exclude layers
4 Months Ago
merge from building_privilege_cache
4 Months Ago
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4 Months Ago
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4 Months Ago
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
4 Months Ago
Longer clientside building priv cache when holding a wire tool + some optims
4 Months Ago
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
4 Months Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
4 Months Ago
merge from autoturret_servertick_optim
4 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
4 Months Ago
LifeStoryUpdate::UpdateTimeCategory now uses a 45s cached server building privilege
4 Months Ago
Added support for different cache duration in BaseEntity::GetBuildingPrivilege
4 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
4 Months Ago
Build troubleshooting
4 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.
4 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.
4 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.
4 Months Ago
Beeswarm FX with notes.
4 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
4 Months Ago
Added clothing to vertical slice loadout
4 Months Ago
merge from main -> aux2
4 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
4 Months Ago
Scientist Suits V4 rig
4 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.
4 Months Ago
viewmodel prefab updates
4 Months Ago
slight shift in torch trans y entity position
4 Months Ago
Set IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity cache time
4 Months Ago
Merge: from main Tests: none, no conflicts
4 Months Ago
merge from main
4 Months Ago
IsBuildingBlockedByVehicle merge fix
4 Months Ago
Merge from app_skip_field
4 Months Ago
Fix compile (some fields got stomped because these weren't in sync)
4 Months Ago
- updated upperBodyAimMask (removed eyes/eyelids/jaw/eyetransform) - updated mask meta on anims
4 Months Ago
Merge from fast_debug_draw
4 Months Ago
merge from main
4 Months Ago
Updated Rust+ protos so they are compatible with other protobuf code generators
4 Months Ago
Merge from /main
4 Months Ago
Merge from /main
4 Months Ago
Beeswarm progress.
4 Months Ago
Beehive texture size / mat setting optimization.
4 Months Ago
Merge from /main
4 Months Ago
Change distance fade to fade to black instead of transparent, which was the original DDraw behavior.
4 Months Ago
Added missing changes to material variant that Unity didn't save for some damned reason.
4 Months Ago
merge from windmill_height_fix
4 Months Ago
Compile fix
4 Months Ago
Adding details to zigg bamboo stair piece
4 Months Ago
merge from crafting_update -> aux2
4 Months Ago
Update manifest
4 Months Ago
merge from windmill_height_fix