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123,984 Commits over 4,171 Days - 1.24cph!

31 Days Ago
merge from main
31 Days Ago
Fixed phrase contexts update catching RustText set to localized false
31 Days Ago
Updated phrase finder window
31 Days Ago
Fixed phrases using the same key and english being ignored by the phrase update
31 Days Ago
Fixed bbq loot panel title
31 Days Ago
Connect together faces when entity links update
31 Days Ago
Fix debug points for walls
31 Days Ago
Bugfix: players go back to sleep on disconnect on a server with UsePlayerUpdateJobs 2 This looked scarrier than it ended up being. One concern left to investigate - looks like I'llbe able to merge it in tomorrow Tests: 2p session on craggy with UsePlayerUpdateJobs 2
31 Days Ago
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31 Days Ago
Fixed 4 conflictings phrases - setfreq_desc - spin_desc - drink_desc - open_loot
31 Days Ago
Skip phrases in EntityMenu.cs, we catch these by attributes
31 Days Ago
Added a check looking for unused phrases and conflicts Removed some unused/duped phrases
31 Days Ago
Add debug points to faces so we can ddraw better visualizations for the faces
31 Days Ago
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
31 Days Ago
Make logging "a little clearer"
31 Days Ago
Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
31 Days Ago
Linearise colour values before storing them in the instance data buffer
31 Days Ago
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31 Days Ago
Some fixes for the phrase contexts update, it wasn't catching everything
31 Days Ago
Cleanup/polish indirect instancing tools
31 Days Ago
more WIP on bunker entrance
31 Days Ago
Optim: NetworkPositionTick - skip transform access Tests: none, trivial change
31 Days Ago
Optim: inline virtual calls in SendNetworkPositions and skip transform access Tests: 2p seesion on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
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31 Days Ago
Tooltips now use phrases Converted and reserialized all UI prefabs using tooltips (~130 prefabs)
31 Days Ago
Update: simplify SendNetworkPositions Decided against parallelizing with tasks as it looks to be taking only ~0.3ms on a 350pop server Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
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31 Days Ago
Clean: fix formatting Tests: none, trivial change
31 Days Ago
Bugfix: fix failing WaterLevel tests My ReadOnlySpan caused it, as we had hardcoded access to the global PlayerCache (which we don't use in tests). Tests: unit tests pass
31 Days Ago
Small Cleanups: - use Mathf.NextPowerOfTwo in BufferList - remove CommandMemoryBase.damage_bitmap - revert changes to MainCamera - remove FormerlySerializedAs in RendererLOD
31 Days Ago
Update: rename BasePlayer.playerCache member var -> BasePlayer.PlayerCache It was hiding the source of a bug, as func params have lower case name Tests: compiles in editor
31 Days Ago
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31 Days Ago
Some refactoring, make sure prefab phrase contexts arent stomped when running the phrase update Fixed persistent assets in lists being explored as potential phrase contexts
31 Days Ago
Clean: prefer ReadOnlySpan<BasePlayer> instead of playerCache where possible Makes it easier to guess things at a glance. Tests: ran all relevant unit tests(discovered WaterLevelTests are failing, will investigate next) + 2p session on craggy with UsePlayerUpdateJobs 2
31 Days Ago
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31 Days Ago
convar to help test prepare for missions
31 Days Ago
Revert back to simpler save method Abandon mission instead of trying to use reset to defaults
31 Days Ago
Rebase on current /main
31 Days Ago
Rebase on current /main
31 Days Ago
Update: demote PlayersToFinalize, PlayersToValidate, PlayersToRecache from being global caches Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
Update: demote PositionChanges from being a global cache Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
31 Days Ago
Keep instancing disabled by default
31 Days Ago
Strip debug code out into separate files
31 Days Ago
Remove old unused arrays
31 Days Ago
Merge: from occlusion_rework - Fix for occlusion queries not being commutative - Reenable occlusion frame cache and expand it's use to full frame - Server occlusion deduplicates queries - minor API restructure (might affect mods)