reporust_rebootcancel

136,256 Commits over 4,474 Days - 1.27cph!

Yesterday
Stripped out ConsoleInput from the client
Yesterday
Update: add GetNetworkTime(ThreadSafeTime) overload Going to use it to gradually convert entity saving code (instead of modifying all 40 callsites from the get go) Tests: ran unit test for BaseEntity - no longer complains about scripting API, but thinks outputs differ
Yesterday
merge from gas_station_maintainables
Yesterday
Update: Convert BaseNetworkable.GetNetworkPosition/Rot to use GetLocalPosMT/RotMT - every BaseEntity now caches it's TransformHandle on spawn Only active when UsePlayerJobs >= 4 Tests: ran unit tests (now fails further). spawned a boat on craggy and sailed for a bit - no replication issues.
Yesterday
triangle ladder hatch icon
Yesterday
static small generator prefab, for around back of the gas station
Yesterday
Finalized powerplant base lighting.
Yesterday
added maintainables to scene + S2P
Yesterday
fixed up gas station car lift added placeholder sound events smoothed out movement of lift on clients dont show "edit car" unless there's a car on it reworked prefabs after changes, with accurate placements in scene
Yesterday
Cherry-pick global_mip_bias onto render_pipeline_testing
Yesterday
Fix shader error in Core/Skin
Yesterday
halving quantized max value for stored data, big quality improvement
Yesterday
game_room_dlc -> main
Yesterday
Fix double navmesh on tropical island 1
Yesterday
Update: Implement GetLocalPosMT and GetLocalRotMT that can bypass unity scripting restrictions - added unit tests These are dangerous and can only be used if it's known that there's no other overlap with transform hierarchy changes. WIll be slower than TransformHandle read in editor/staging, but should be similarly fast in release Tests: ran unit tests
Yesterday
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
Yesterday
Fix oilrigs and tutorial islands navmesh not working with new system
Yesterday
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
Yesterday
Fix dodgy prevent building area
Yesterday
Cant place pool table in terrain anymore, has to be on a construction
Yesterday
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
Yesterday
Add an RRP quality level to prevent shader variant stripping
Yesterday
Add decay to the pooltable
Yesterday
Destroy pool table when ground is missing
Yesterday
softened temp hitguide materials
Yesterday
Fix broken top collider
Yesterday
Remove old pooltable models (will prevent read/write nre)
Yesterday
Powergrid state change work queue is now a PersistentObjectWorkQueue, skips having to add all powergrid entities again at the start of each work queue run
Yesterday
Update animations to fix up some timing issues and functionality
Yesterday
merge from healthbars_fill
Yesterday
Changed health bars to use filled image instead of scaled rects Fixes bluriness and artifact at low ui scale
Yesterday
Updating flare rig
Yesterday
square hatch icon
Yesterday
update from main
Yesterday
Restore old UI under `demo.legacyui` cvar, allow multiple animation clips on one track with cross blending, switch UI toggle key to tab.
Yesterday
merge from ores_block_safezones
Yesterday
Added spawn.ore_map Renders a PNG of every spawned ore nodes location
Yesterday
Block ore nodes and woodpiles from spawning in safe zones
Yesterday
Multiple fixes to ensure Pooltable will run at low FPS: - Allow table itself to run its own substeps on top of ian physics engine. This will allow the table to be able to catch up even when ran at very low FPS (MaxCatchUpTicks) - Just use the client determinisim rather than snapping mid shot - should prevent balls teleporting around - Use doubles rather than floats in some places
Yesterday
Merge from main
Yesterday
Rock Sculpture - shader updates and fixes
Yesterday
- Players currently registered to play can clean the existing pool table match - Players with building priv can clear the existing pool table match - Anyone can clear the match provided there has been no shots taken for 3 minutes (convar'd)
Yesterday
changed some blockers to be of the smaller barricade size now that it's available to place
Yesterday
refactored save/load commands to be serverside operations
Yesterday
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
Yesterday
merge from main
Yesterday
merge from skinviewer_smallbackpack
Yesterday
Added small backpack to the skin viewer
Yesterday
Setting up entity for weapon refresh m92
Yesterday
Update: cache Time values into ThreadSafeTime so we can avoid unity api calls - replaced Time.frameCount read in BaseNetworkable BaseNetworkable can now save, now the rest of BaseEntity Tests: ran TestMTSave(BaseEntity) - still fails, but now further