129,449 Commits over 4,232 Days - 1.27cph!
Update: display 32-bit disassembled instruction stream in editor window
- ServerProfiler built from 5bff6c48
Couple weird issues - textfield goes invisible half-way through (but can copy the text out of it and goes back visible before end), binary stream differs between managed and unmanaged sides. Will chase up next
Tests: viewed BasePlayer::ServerUpdateParallel
Fix console not working on first open (eg youd open it to a blank screen)
Group buckets via log type (log types that are different from the 'running log' will create a new bucket
Setup correct warning colour
- Setup virtual flex
- Got something printing, buffer is working
sea netting textures added
Initial console page backend work:
- Timestamp bucketing system
- Fixed size queue system
- Simple rewrite of console
Check auth for finish building
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)
Check for auth when trying to clear build area
Large Backpack female pose/lods
Savas-specific terrain config (WIP)
Fix collection modified exception in MissionEnded
Jumpsuits male/female/lods repose
Item tab is populated by items, can switch categories
Some layout changes
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
Fix issue with potential null boomboxes on underwater labs mission start
Vagabond jacket repose/lods
Added female version
Added conditional meshes
Updated AO map/material
Changed the simulation steps to be multiple compute dispatches to fix collisions on the GPU
Updated the Verlet Integration physics to work on the GPU
vault door impact fx hit fix
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
Got building working at Team B monument
WIP auth support for team build zones, not working yet
Each team has their own spawn beach
Create game mode, create two teams on start and auto add new players to the lowest pop team
Paint ocean topology, fix errors
Get scene up and running, replace old static research/repair benches with modern versions
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that
Updated the converter to match the shadow casting values
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
Also include mesh stripping on Rust.Ai and Content directories
Added support for MeshLOD to disable shadows at specific LOD levels
Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
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
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
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%)