137,061 Commits over 4,444 Days - 1.29cph!

2 Months Ago
Initial commit Basic setup and boilerplate stuff to turn on powerplant using new fuse like item, feeds power into a global powergrid which can be plugged into at IO access points. ✨𝘴𝘶𝘣𝘫𝘦𝘤𝘵 𝘵𝘰 𝘤𝘩𝘢𝘯𝘨𝘦™✨
2 Months Ago
tick rate and visual tweaks
2 Months Ago
Tiny tweak on the monitor display to make it reflect better.
2 Months Ago
Player seed updates
2 Months Ago
binocuar_fixes_2 -> main
2 Months Ago
Ensure binoculars are hidden when relogging in
2 Months Ago
Course changes
2 Months Ago
Source updates
2 Months Ago
codegen
2 Months Ago
More wip UI
2 Months Ago
Military vendor animation content
2 Months Ago
Updating skinning for female skin
2 Months Ago
more set dressing progress in streets
2 Months Ago
Updated directional floorpaper textures, updated icons and relinked them, added descriptions
2 Months Ago
Bandit gear skinning update
2 Months Ago
apartment medium art
2 Months Ago
Use in environment check on the binoculars to correctly set day/night mode better than just day/night time
2 Months Ago
Flipped hte UI numbers to align with the min max flip. Removed debug gizmos from impacts. Minor polish.
2 Months Ago
Update: use volatile int instead of Volatile.Read(ref long), as the latter is an expensive CAS Existing code was using non-volatile read of long, but I don't think it's safe Tests: ran perf tests
2 Months Ago
setup w_bowless_crossbow anim controller with multiple deploys for loaded and unloaded states
2 Months Ago
Bugfix: fix extreme spillage in high-contention perf test Turns out I needed to do an extra spin, whoops Tests: ran unit and perf tests
2 Months Ago
server_browser_update_2 -> main
2 Months Ago
- Hide distance behind a popup - Country select window changes - Minor cleanup all around
2 Months Ago
Merge: from pool_mt
2 Months Ago
Merge: from pool_mt
2 Months Ago
Update(tests): add 4, 8, 16, 32 task scenarios (previously was just 32) for pool perf tests Tests: ran perf tests
2 Months Ago
Update(tests): expand AllocDeallocMTShortLived to optionally simulate busywork We're never going to be just slamming the pool(or if we do - we shouldn't as that's overhead). This makes the test closer to real world. Tests: ran perf test
2 Months Ago
main -> server_browser_update_2
2 Months Ago
Fixed a shadow caching OOB exception when there are no lights in the scene
2 Months Ago
merge from horse_rpc_fix
2 Months Ago
Clean(tests): consolidate pool create-spilled code into Utils.MeasureAndPrint Tests: ran perf tests
2 Months Ago
Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly It was supposed to run only when necessary
2 Months Ago
Update: fuzzy version of pool with CircularBuffer Fastest so far, but has a tendency to spill/allocate in during very high contention AllocDeallocST - Avg: 0.63ms, Created: 0 Spilled: 0 AllocDeallocMTShortLived - Avg: 2.79ms, Created: 144(0.45%) Spilled: 169(0.53%) AllocDeallocMTLongLived - Avg: 2.94ms, Created: 0 Spilled: 0 AllocDeallocMPSC - Avg: 3.26ms, Created: 0 Spilled: 0 Tests: ran unit and perf tests
2 Months Ago
Satellite list tidyup
2 Months Ago
Lock trajectory button styling, setup.
2 Months Ago
Cherrypick from pool_mt/circularbuffer - test improvements
2 Months Ago
Update(tests): gather and output more data about the test - track created and spilled (matters for next pool version) - more profiler markers Tests: ran perf tests
2 Months Ago
Add thruster button prefab. Restyle thruster button.
2 Months Ago
bowless crossbow world model anims edited
2 Months Ago
merge from f1tools_demo_fix
2 Months Ago
Use static list ticked through ServerMgr for npc networking instead of unity update
2 Months Ago
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
2 Months Ago
Fixed F1 menu tools tab not showing in demos
2 Months Ago
Merge from main
2 Months Ago
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
2 Months Ago
Tidy up thruster panel.
2 Months Ago
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
2 Months Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
2 Months Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update
2 Months Ago
reset electric furnace emissive texture and 3.1 value to original