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136,253 Commits over 4,474 Days - 1.27cph!

Today
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.
Today
triangle ladder hatch icon
Today
static small generator prefab, for around back of the gas station
Today
Finalized powerplant base lighting.
Today
added maintainables to scene + S2P
Today
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
Today
Cherry-pick global_mip_bias onto render_pipeline_testing
Today
Fix shader error in Core/Skin
Today
halving quantized max value for stored data, big quality improvement
game_room_dlc -> main
Today
Fix double navmesh on tropical island 1
Today
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
Today
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
Today
Fix oilrigs and tutorial islands navmesh not working with new system
Today
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
Fix dodgy prevent building area
Cant place pool table in terrain anymore, has to be on a construction
Today
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
Today
Add an RRP quality level to prevent shader variant stripping
Add decay to the pooltable
Destroy pool table when ground is missing
Today
softened temp hitguide materials
Fix broken top collider
Remove old pooltable models (will prevent read/write nre)
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
Today
Update animations to fix up some timing issues and functionality
Today
merge from healthbars_fill
Today
Changed health bars to use filled image instead of scaled rects Fixes bluriness and artifact at low ui scale
Today
Updating flare rig
Today
square hatch icon
Today
update from main
Today
Restore old UI under `demo.legacyui` cvar, allow multiple animation clips on one track with cross blending, switch UI toggle key to tab.
Today
merge from ores_block_safezones
Today
Added spawn.ore_map Renders a PNG of every spawned ore nodes location
Today
Block ore nodes and woodpiles from spawning in safe zones
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
Today
Merge from main
Today
Rock Sculpture - shader updates and fixes
- 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)
Today
changed some blockers to be of the smaller barricade size now that it's available to place
Today
refactored save/load commands to be serverside operations
Today
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
Today
merge from main
Today
merge from skinviewer_smallbackpack
Today
Added small backpack to the skin viewer
Today
Setting up entity for weapon refresh m92
Today
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
Today
re-order autosave tick to avoid touching native data while a job is using it
Today
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
Today
New(tests): BaseNetworkableTests.TestMTSave - saves each subclass of BaseNetworkable twice on thread pool, compares results Tests: ran all 644 cases, all fail, picks up scripting API asserts as hoped