reporust_rebootcancel

142,086 Commits over 4,413 Days - 1.34cph!

1 Year Ago
Spikes!
1 Year Ago
Include Microsoft.CodeAnalysis Initial Source Generator setup
1 Year Ago
Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms) Tests: used old code inline to validate outputs of new code
1 Year Ago
Can now cancel the phrase update process Improved the loading bar info, giving more context Cleanup
1 Year Ago
Server browser, sidebar and start of table
1 Year Ago
merge from selectionhistory_improvements
1 Year Ago
Can drag and drop entries
1 Year Ago
fix reversed noise channel order
1 Year Ago
Right clicking an entry only pings it and doesn’t select it
1 Year Ago
Give queue back to the pool if its empty (after sending)
1 Year Ago
Selection history window: - Added a setting to the to enable/disable duplicate entries - Added a search bar - Some optims
1 Year Ago
merge from selectionhistory_improvements
1 Year Ago
Fixed bitmask read using too small a bit count
1 Year Ago
Code cleanup
1 Year Ago
Remove client -> server syncvars
1 Year Ago
main -> syncvars
1 Year Ago
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1 Year Ago
Optim: PrefabPreProcess - replace GetComponent with TryGetComponent Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower). Tests: ran procgen with early out
1 Year Ago
Update: Merge prefab loading and preprocessing to run concurrently Surprisingly leads to worse timings than them being separate (120s prev CL vs 144s new). Might be overhead from doing a single prefab per frame Tests: ran procgen with early out
1 Year Ago
Update: move prefab processing to WorldSetup Tests: ran procgen with early out
1 Year Ago
Update: Prefab<T> gains a convenience (Prefab, T) constructor Tests: compiles
1 Year Ago
merge from jungle_dlc/jungle_storage_skin_fix/jungle_barrel_storage_corpse_gibs/
1 Year Ago
Re applied main changes on wicker and bamboo barrel corpses
1 Year Ago
CanSeeWallpaperSocket is now using alternative LOS checks Fixes some issues when trying to pickup and reskin wallpapers
1 Year 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
1 Year Ago
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
merge from networkcache_ownerid_fix
1 Year Ago
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
1 Year Ago
flaregun blockout
1 Year Ago
Rotation easing + fixes
1 Year Ago
revert accidental change
1 Year Ago
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
1 Year Ago
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
1 Year Ago
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
1 Year Ago
RustCraft
1 Year Ago
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
1 Year Ago
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
1 Year Ago
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
1 Year Ago
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
1 Year Ago
Phrases
1 Year Ago
Added some moving 3D perlin-worley noise to break up the light beams slightly
1 Year Ago
proj matrix fixup, fix weather map noise tiling, more cleanup
1 Year Ago
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
1 Year Ago
Inventory redesign
1 Year Ago
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)
1 Year Ago
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
1 Year Ago
Update: List and Array Shuffle range overloads Tests: none, trivial code