reporust_rebootcancel

121,929 Commits over 4,048 Days - 1.26cph!

3 Days Ago
Code cleanup
3 Days Ago
Remove client -> server syncvars
3 Days Ago
main -> syncvars
3 Days Ago
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3 Days 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
3 Days 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
3 Days Ago
Update: move prefab processing to WorldSetup Tests: ran procgen with early out
3 Days Ago
Update: Prefab<T> gains a convenience (Prefab, T) constructor Tests: compiles
3 Days Ago
merge from jungle_dlc/jungle_storage_skin_fix/jungle_barrel_storage_corpse_gibs/
3 Days Ago
Re applied main changes on wicker and bamboo barrel corpses
3 Days Ago
CanSeeWallpaperSocket is now using alternative LOS checks Fixes some issues when trying to pickup and reskin wallpapers
4 Days 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
4 Days Ago
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
4 Days Ago
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4 Days Ago
merge from main
4 Days Ago
merge from networkcache_ownerid_fix
4 Days 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
4 Days Ago
flaregun blockout
4 Days Ago
Rotation easing + fixes
4 Days Ago
revert accidental change
4 Days 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
4 Days Ago
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
4 Days Ago
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
4 Days Ago
RustCraft
4 Days Ago
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
4 Days 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
4 Days Ago
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
4 Days Ago
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
4 Days Ago
Phrases
4 Days Ago
Added some moving 3D perlin-worley noise to break up the light beams slightly
4 Days Ago
proj matrix fixup, fix weather map noise tiling, more cleanup
4 Days Ago
merge from hackweek_fps_logging
4 Days Ago
Merge from hackweek_fps_logging
4 Days Ago
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
4 Days Ago
Inventory redesign
4 Days Ago
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
4 Days Ago
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
4 Days Ago
Update: List and Array Shuffle range overloads Tests: none, trivial code
4 Days Ago
Perm Store design
4 Days Ago
Weekly skins tab new design
4 Days Ago
Added better light scattering for the volumetric god rays
4 Days Ago
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
4 Days Ago
material changes to dog kennel
4 Days Ago
Optim: replace prefab search logic with editor manifest lookups - commented out a bunch of code for quicker iteration, wil lrevert later - doesn't account for monument duplication/probability Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms Test: tried to procgen default editor map
4 Days Ago
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
4 Days Ago
turned emissive off on miner hat material so its not always on on world model
4 Days Ago
Re-applied Planner.Server changes
4 Days Ago
merge from main
4 Days Ago
merge from debug_draw_fixes