reporust_rebootcancel

157,056 Commits over 4,566 Days - 1.43cph!

Yesterday
merge from hotreload_playmode_brick_fix
Yesterday
Possible fix for hot reload sometimes causing issues when entering playmode and causing server startup to fail, because it held on to the port from a previous playmode session
Yesterday
Fixed halloween NPCs spawning inside safezones
Yesterday
Skip ItemIcon refreshing while not visible, now deferred to when the inventory opens Before, any hidden icons would refresh on inventory changes, for example updating their amount and hover text every time you shot a gun Also avoid some unnecessary OnItemAmountChanged broadcasts and hover text rebuild if data didn't change
Yesterday
Stop HideIfAiming deactivating the muzzle flash once its particles finish. Every reused attack effect had to reactivate it Was spiking up to ~5-7ms in a build and only 0.2ms in editor somehow, now 0 It points at ParticleSystemRenderer::UpdateCachedMesh, checking that next
Yesterday
Fixed dead halloween and easter candies persisting after server restart
Yesterday
merge from halloween_2026_dlc
Yesterday
Merge from skim_changes
Yesterday
Fix food spoliling in workbench recycle bin upgrade container
Yesterday
Add VDF files for 6 missing gamepad types. Update gamepad manifest.
Yesterday
Keep sound template AudioSources enabled while pooled, disabling them on every recycle flushed unity's audio DSP, stalling up to ~1ms when a sound got cut mid play RecycleSound in editor: ~0.45ms -> ~0.25ms The occasional 1ms "flush dsp connections" is gone
Yesterday
Fix SelectedBlueprint.CanCraft running every frame while the crafting menu is closed, small but unnecessary
Yesterday
scrap king building skin steam item setup
Yesterday
Add support for major/minor revision bumping. Update all gamepad configs with this data. Update validation to always check/catch chamges.
Yesterday
Fix all skinned items allocating on every inventory update when getting their icon sprite
Yesterday
Attack/AttackAlt are now Button actions on the triggers' soft pull so players can rebind fire/aim to any button (per Valve guidance). Update all action sets/configs to match,
Yesterday
merge from main
Yesterday
Stop any rumble in Deactivate
Yesterday
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Yesterday
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Yesterday
merge from render_pipeline_testing
Yesterday
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
Yesterday
Try/catch the gamepad update loop, disable on any error errors.
Yesterday
Fixed quick craft spending ~1.6ms rebuilding after almost every shot (inventory update) Only rebuilds when the inventory is open now
Yesterday
fix stale frame on subsystems without fade in, fix flare not having a predict release event, remove fade in on flare subsystem to fix weird flipping artifact on flare
Yesterday
merge from cache_entity_links -> main
Yesterday
Update comment
Yesterday
merge from automated_testing
Yesterday
Get rid of some debug logs spamming related to halloween dungeon spawning
Yesterday
Re-add the "Restoring X/100,000 links" for cases where the cache links aren't used
Yesterday
merge from render_pipeline_testing
Yesterday
fix RRP drawing ocean after water bodies
Yesterday
Halloween stringlights Improve deployment, stop clipping, fix groundwatch, reduce network range, remove snapping All tests pass
Yesterday
Pool 3 copies of thrown melee weapon and tool projectiles instead of 100. No point in filling our pool with 3900 copies you'll rarely see more than 3 of at the same time Saves around 50MB of memory and gives me some leeway to eat that with gun effects next
Yesterday
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Yesterday
Pass `serverStartup` parameter into RestoringLoadedEntityLinks() so we don't call RCON.Update() when pasting with copypaste - probably harmless but it bugged me
Yesterday
Increase stick move distance required to activate gamepad
Yesterday
merge from cache_ocean_path -> main
Yesterday
Codegen
Yesterday
Optimize server startup time by caching the ocean patrol path on disk (158s -> 138s) - same idea as server occlusion grid being saved - can increase version number to regenerate next restart - convar `regenerate_ocean_path` will cause it to regenerate it next startup too
Yesterday
Codegen
Yesterday
Remove three unused floats (skincol, skintex, skinmesh) from all player net messages that havent been used since 2016 Defaults were set to -1 so included in the proto Saves 17 bytes per player
Yesterday
merge from main
Yesterday
Prewarm 5 copies of each ricochet effect instead of 1, first magazine dumped after connecting created up to 2 more per prefab at ~0.5ms each
Yesterday
Stop networking IO wire origin data and duplicate slack levels to clients Saves ~34 B per wired slot + ~5 B per wire point on network load
Yesterday
Fix flame turret sending two updates per trigger change instead of one Saves 60 B~ per nearby player each time the turret turns on or off
Yesterday
Update test list
Yesterday
Stop water purifier sending two unchanged network updates per boil tick 30 B/s~ per nearby player
Yesterday
Dont send environment rainGraceStartTicks (only used on the server) Sends every 5 seconds. 54 → 44 B per update, so saves 10 B~ every per player every 5s
Yesterday
Door.SetOpen no longer sends a full network update when the door is already in the requested state (door closers re-close shut doors 3 s after every open/close cycle) Saves ~76 B per nearby player per call