reporust_rebootcancel

129,547 Commits over 4,232 Days - 1.28cph!

Yesterday
Group buckets via log type (log types that are different from the 'running log' will create a new bucket
Yesterday
Merge from parent
Yesterday
Setup correct warning colour
Yesterday
- Setup virtual flex - Got something printing, buffer is working
Yesterday
sea netting textures added
Yesterday
Initial console page backend work: - Timestamp bucketing system - Fixed size queue system - Simple rewrite of console
Yesterday
merge from boat_building
Yesterday
Info panel and prefabs
Yesterday
TechTreev2 0.1
Yesterday
Check auth for finish building
Yesterday
Player blink updates (for media team) - Re-exported the anim with no baked keys on any of the skeleton except eyes & lids - Added BlinkMask avatar - Added 3p_eye_anims_add (additive animation)
Yesterday
Check for auth when trying to clear build area
Yesterday
merge from main
Yesterday
Large Backpack female pose/lods
Yesterday
Wheel code fix
Yesterday
Savas-specific terrain config (WIP)
Yesterday
Cherrypick 136678 and 136674 from naval_missions
Yesterday
Fixed tunnels.
Yesterday
Fix collection modified exception in MissionEnded
Yesterday
Jumpsuits male/female/lods repose
Yesterday
Item tab is populated by items, can switch categories Some layout changes
Yesterday
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
Yesterday
Fix issue with potential null boomboxes on underwater labs mission start
Yesterday
merge from main
Yesterday
Vagabond jacket repose/lods Added female version Added conditional meshes Updated AO map/material
Yesterday
Reduce vis range
Yesterday
Changed the simulation steps to be multiple compute dispatches to fix collisions on the GPU
Yesterday
Cache bbs privilege
Yesterday
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