reporust_rebootcancel

132,991 Commits over 4,293 Days - 1.29cph!

Today
paintable reactive target paint setup, set bucket outside to be fully paintable, tweaked resolution, re-set up the special paintable mesh and collision
Today
RRP water rendering progress
Today
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
Today
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
Yesterday
paintable fixes (???) to paintable reactive target
Yesterday
metal box prefab setup, lods, gibs. manifest
Yesterday
Various above surface tropical water improvements. Tropical post tweaks and deep blue amp test.
Yesterday
Fixed puddle splat issue.
Yesterday
Fixed autospawn issues on island 1.
Yesterday
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
Yesterday
Flicker fix for ruins.
Yesterday
Optimized LOD3 tools box further
Yesterday
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later). Make waterinfo blittable.
Yesterday
fixed name and description on construction on frameless canvasses, another attempt at setting up sign paintable on reactive target (failed)
Yesterday
merge from main
Yesterday
temp fix to reactive target, set up like frame so paintable works
Yesterday
Picture Frames - Added XL and XXL variant models of light up frame, tileable cardboard material
Yesterday
Added another deploy volume to block small ramp being deployable through walls and stairs
Yesterday
prefab tweaks
Yesterday
PaintballOveralls Icon
Yesterday
Paintball Overalls viewmodel clothing
Yesterday
Fix skip domain reload
Yesterday
Paintable Reactive Target - Slightly corrected UV2 on all models, changed paintable script in prefab (still not working but setup in a more correct way)
Yesterday
Merge: from playerinventory_oncycle_optim - Optim: iterate over cached items with OnCycle callback (instead of searching for them every time). Tests: ran unit tests
Yesterday
Optim: ItemContainer.OnCycle now uses cached list of items with a callback - added a perf test of 300 containers with ~10% items with OnCycle callback Goes from 0.179 ms down to 0.074ms(-58%) for 300 player inventories. Real world server's invoke times are 0.97ms for 171 inventories, so might need to move it out of invokes later. Tests: ran unit test
Yesterday
boatai_targeting_bugs -> main
Yesterday
Fix various Boat AI Targeting bugs including: - Boats not properly capturing targets whilst on boats/other things - Boats not properly releasing targets whilst sleeping/no players nearby - Boats not engaging with targets in certain circumstances - Not releasing a target if that target went to the deepsea whilst being targetting in the main world
Yesterday
Texture tweaks, wrench markings, flipped one of the wrenches for proper UV orientation
Yesterday
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Yesterday
Paintable Reactive Target - Split materials, updated textures, updated models, added wind shader support, added translucency
Yesterday
merge from main
Yesterday
fix handmade shell not having subtype for ammo indicators
Yesterday
Tests: add ItemContainer.TestOnCycle test Tests: ran unit tests
Yesterday
Fixed an oversize gib in explosives box
Yesterday
Paintball overalls - Models/prefabs/materials/world models
Yesterday
Added support for 2 toggleable decal layers on the standard shader as shader features, meaning we no longer need the StandardWithDecal and StandardWithTwoDecal shaders
Yesterday
3p wallpaper anims edited
Yesterday
Optimize npc door opening logic, could save up to 0.1ms in best case. Also fixes bugs where doors wouldn't open, or too late.
Yesterday
S2P both oil rigs Codegen
Yesterday
merge from naval_update keep source on the oilrig scenes
Yesterday
Made various auth commands work with boats / steering wheel such as ent auth, authcount, teleport2autheditem Fixed various inconsistencies, all of them should now work with all types of auth as youd expect Fixed entcount only working with steamid and not names Codegen
Yesterday
material iteration, bespoke gloss for soft side mud wall look based off plaster_c
Yesterday
Merge: from useplayertasks_removegroupoccludee_nre - Optim: rewrote how we manage occlusion groups to reduce their overall number and added pooling - Bugfix: UsePlayerUpdateJobs 2 - no longer send extra snapshots when players move across network grid Tests: 2p on Craggy - tested all occlusion interactions(fly away-back, hide behind terrain, use helicopter). Tested moving across grid with disconnecting 2nd player and killing them, validated occlusion groups. Monitored pooling via print_memory ListHashSet
Yesterday
Bugfix: when player disconnects, ensure we destroy relevant occlusion groups - destroy local group if no local participants present - remove destroyed participant from other occlusion group member's groups Tests: 2p on Craggy in different cells - get 2nd player to disconnect, then kill sleepers. 1st player walks into the cell - no more NREs. Ran usual occlusion checks (fly away and back, hide behind terrain)
Yesterday
Update navigation obstacles (s2p) in launch site
Yesterday
Update navigation obstacles (s2p) in floating cities 1 to 4
Yesterday
Fix NRE
Yesterday
autoturret_improvements -> main
Yesterday
created/applied 3pceiling paper deploy/idle animations to holdtype override controller
Yesterday
autoturret_improvements -> main