reporust_rebootcancel

132,998 Commits over 4,293 Days - 1.29cph!

1 Hour Ago
Make low res heightmap size dynamic to handle different terrain sizes
3 Hours Ago
Merge from main
3 Hours Ago
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4 Hours Ago
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4 Hours Ago
Merge from main (conflict on PlayerModel.cs, auto resolved)
Today
Iterating on various tropical env params. Slight absorption tweak on clear clouds (lighter)
Today
Changed console command from printstring to fillInventory. Can now enter a category name to fill your inventory with items from that specific category. If you want random items type random instead of of a category name. I'll be refactoring this code to make this more performative and scale better.
Yesterday
paintable reactive target paint setup, set bucket outside to be fully paintable, tweaked resolution, re-set up the special paintable mesh and collision
Yesterday
RRP water rendering progress
2 Days Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
2 Days Ago
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.)
2 Days Ago
paintable fixes (???) to paintable reactive target
2 Days Ago
metal box prefab setup, lods, gibs. manifest
2 Days Ago
Various above surface tropical water improvements. Tropical post tweaks and deep blue amp test.
2 Days Ago
Fixed puddle splat issue.
2 Days Ago
Fixed autospawn issues on island 1.
2 Days Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
2 Days Ago
Flicker fix for ruins.
2 Days Ago
Optimized LOD3 tools box further
2 Days Ago
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later). Make waterinfo blittable.
2 Days Ago
fixed name and description on construction on frameless canvasses, another attempt at setting up sign paintable on reactive target (failed)
2 Days Ago
merge from main
2 Days Ago
temp fix to reactive target, set up like frame so paintable works
2 Days Ago
Picture Frames - Added XL and XXL variant models of light up frame, tileable cardboard material
2 Days Ago
Added another deploy volume to block small ramp being deployable through walls and stairs
2 Days Ago
prefab tweaks
2 Days Ago
PaintballOveralls Icon
2 Days Ago
Paintball Overalls viewmodel clothing
2 Days Ago
Fix skip domain reload
2 Days Ago
Paintable Reactive Target - Slightly corrected UV2 on all models, changed paintable script in prefab (still not working but setup in a more correct way)
2 Days Ago
Merge: from playerinventory_oncycle_optim - Optim: iterate over cached items with OnCycle callback (instead of searching for them every time). Tests: ran unit tests
2 Days Ago
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
2 Days Ago
boatai_targeting_bugs -> main
2 Days Ago
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
2 Days Ago
Texture tweaks, wrench markings, flipped one of the wrenches for proper UV orientation
2 Days Ago
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2 Days Ago
Paintable Reactive Target - Split materials, updated textures, updated models, added wind shader support, added translucency
2 Days Ago
merge from main
2 Days Ago
fix handmade shell not having subtype for ammo indicators
2 Days Ago
Tests: add ItemContainer.TestOnCycle test Tests: ran unit tests
2 Days Ago
Fixed an oversize gib in explosives box
2 Days Ago
Paintball overalls - Models/prefabs/materials/world models
3 Days Ago
Added support for 2 toggleable decal layers on the standard shader as shader features, meaning we no longer need the StandardWithDecal and StandardWithTwoDecal shaders
3 Days Ago
3p wallpaper anims edited
3 Days Ago
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.
3 Days Ago
S2P both oil rigs Codegen
3 Days Ago
merge from naval_update keep source on the oilrig scenes
3 Days Ago
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
3 Days Ago
material iteration, bespoke gloss for soft side mud wall look based off plaster_c
3 Days Ago
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