reporust_rebootcancel

136,580 Commits over 4,324 Days - 1.32cph!

10 Months Ago
projection madness
10 Months Ago
Fixes
10 Months Ago
Added more test floor wallpapers
10 Months Ago
Added TOD based density attenuation
10 Months Ago
FX
10 Months Ago
Optimisation on jungle concrete walkways (LOD3 bake pending)
10 Months Ago
merge from phraseupdate_improvements
10 Months Ago
Safe deployable
10 Months Ago
Spikes!
10 Months Ago
Include Microsoft.CodeAnalysis Initial Source Generator setup
10 Months 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
10 Months Ago
Can now cancel the phrase update process Improved the loading bar info, giving more context Cleanup
10 Months Ago
Server browser, sidebar and start of table
10 Months Ago
merge from selectionhistory_improvements
10 Months Ago
Can drag and drop entries
10 Months Ago
fix reversed noise channel order
10 Months Ago
Right clicking an entry only pings it and doesn’t select it
10 Months Ago
Give queue back to the pool if its empty (after sending)
10 Months Ago
Selection history window: - Added a setting to the to enable/disable duplicate entries - Added a search bar - Some optims
10 Months Ago
merge from selectionhistory_improvements
10 Months Ago
Fixed bitmask read using too small a bit count
10 Months Ago
Code cleanup
10 Months Ago
Remove client -> server syncvars
10 Months Ago
main -> syncvars
10 Months Ago
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10 Months 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
10 Months 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
10 Months Ago
Update: move prefab processing to WorldSetup Tests: ran procgen with early out
10 Months Ago
Update: Prefab<T> gains a convenience (Prefab, T) constructor Tests: compiles
10 Months Ago
merge from jungle_dlc/jungle_storage_skin_fix/jungle_barrel_storage_corpse_gibs/
10 Months Ago
Re applied main changes on wicker and bamboo barrel corpses
10 Months Ago
CanSeeWallpaperSocket is now using alternative LOS checks Fixes some issues when trying to pickup and reskin wallpapers
10 Months 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
10 Months Ago
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
10 Months Ago
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10 Months Ago
merge from main
10 Months Ago
merge from networkcache_ownerid_fix
10 Months 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
10 Months Ago
flaregun blockout
10 Months Ago
Rotation easing + fixes
10 Months Ago
revert accidental change
10 Months 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
10 Months Ago
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
10 Months Ago
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
10 Months Ago
RustCraft
10 Months Ago
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
10 Months 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
10 Months Ago
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
10 Months Ago
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts