reporust_rebootcancel

117,103 Commits over 3,987 Days - 1.22cph!

Today
▅▉▅▅▋▅▉▆
Fixed boomerang server methods running in the client (only in editor)
main -> boomerang
Today
Combined volume properties into a Vector4 to reduce shader property set calls
Today
updated rustplayer fbx with new prop positions re-exported working holdtypes after prop bone skeleton updates
Today
normal map fixes, dilation fixes
Today
- Added an epsilon amount to the environment volume size used for environment volume stencil rendering to prevent Z-Fighting when they are perfectly aligned with meshes. - Moved the SetRenderTarget call when rendering the environment volumes to outside of the loop that draws them as it only needs to be set once. - Added a square distance check for volumes after frustum culling based on a controllable render distance.
Today
Iterate on croc behaviour, remove zigzag attack, re-add static attack
Changed convar
Changed the way bee analytics are called. Added an editor method to reset bee stats for testing
Today
Optim: Calculate water factors via a Burst job - Job generates factors off by less than 1mm, so I had to swithc asserts to approx equal Tests: ran unit tests
Today
merge from main
Today
Update: Pass NativeArrays to GetWaterFactors instead of Spans Tests: ran unit tests
Today
clear prefab when switching input type, clear material list before switching mesh
Today
Update: replacing BasePlayer.FinalizeTickParallel internal buffers with NativeArrays - Also renamed WaterFactors to GetWaterFactors (to free up a name for a static array) This should enable conversion of internals of GetWaterFactors to Burst jobs Tests: ran the staging demo playback - same InWater and OutOfWater counts
▅▇█▊ ▇▋▅ ▋▇▄▌█▋▊ ▅▆▋▇▇▄▊▊▅ ▆█▆▉ ▅▅▊▅█▄▅▋▌ ▍▉▋▋ ▇▆▅ ▊▋█▇█▇. ▌▆▌▅▇ ▊▉▅▆▅ ▄▆▍▉▋▌ █▇▊▍▇▇, ▆▉▉▋▇▉██, ▄▌▄▋▆▇▆▆ ▋▉▆ ▊▋▇▊▉▇▊ ▇▋ ▇▄▋▉▄▉▄▆▉▉▆▄ ▊▋ ▅▅▅▅ ▆▇▉▅▊▅▊ ▊▊▍▍ ▄▇▊▅▋▅ ▄▅▉▋▊.
Today
support selecting prefab with auto fill of lod0+lod3 meshes and materials
Today
Tests: new PerfSerialWaterFactor and PerfBatchWaterFactors perf tests Also just realised that all my perf tests are not doing 1k point tests, but 10k. Whoops. I'll keep it. Tests: ran new perf tests
Today
merge from wheel_collider_optim
Today
shrunk jungle swamp water surface to avoid clipping
Today
merge from main
Today
Tests: add TestWaterFactorsConsistency test - Converted other tests to use BasePlayer instead of BaseEntities - Also exposed WaterFactor methods from BasePlayer (other overloads were already public) Doesn't stress all paths, only the main path that has updated logic Tests: ran all unit tests
Today
merge from backpack_refreshes_clothing_fix
Today
▋▊▇▆▄▋ ▍▊▇▅▄ ▍▋▇▍▆▄ █▌▌▉▋█ ▊▌▍▌▆▋▋▆ ▅▊ ▋▅▅▊▊▍▊ ▄▌▍▌ ▇▇▍▆
Today
using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
Today
split container content hashes into deep and shallow, only used to determine if player clothing needs updating - using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
Today
Removed mention of movement penalty on inserts, updated wheat description to new one from the sheet
Today
Merge from main
Today
merge from clear_bushes_radius
Today
merge from fridge_reskin_light_fix
Today
merge from repair_bench_redirect_fix
Today
merge from naturalbeefix
Today
merge from tea_consumable_info
Today
merge from ocean-render-fix
Today
merged from Item_Descriptions_update
Today
merge from hv_explosion_sound
Today
little zigg update - WIP
Today
Clean: adding ext to safely clean-up NativeReference Tests: ran unit tests
Today
incapacitate and scatter dart icons
Today
incapitate worldmodel, LODs and prefab.
Today
adjusted sunken knife icon to same position of combat knife for consistency plugged in viewmodel so it's all working
Today
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
Today
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle improved terrain blend texture
Today
▆▅▍▉ ▅▉▄▊▊▍▌▌ ▊▍▉▉▋▋▆
Today
further normal map progress, output directory saving
Today
▆▊▉▄ ▆▌▅▊ █▆▇ ▆▆▌▅▆ ▍▉ ▆▉▇▌█▆▉▉▅█ ▄█▇▌▄ ▅▋▄
Today
Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
Today
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
Today
Add profiling
Today
Remove the previous 160 hard coded item view limit