reporust_rebootcancel

157,359 Commits over 4,566 Days - 1.44cph!

Today
merge from weapon_refresh_nailgun
Today
updated workshopsource nailgun model
Today
Switch from generic stream -> BufferStream in the EntityPositionBatchReader since both demos and network data share the same class of stream for packets
Today
Send positions & rotations quantized - reduce the 3x positions floats from 4 -> 1 bytes when they are within 1.27m per tick (1cm quantization) - reduce the 3x rotations from 4 -> 1 byte when they are within 25 degrees per tick (0.2 degree quantization) - will fine tune the values if it's too high a quant - fallback to sending the full value when it changes by more than a delta - tell the client what the quantization is so it can be changed during the session and be captured by demos
Today
Fix tests
Today
Set a bunch of textures to non readable
Today
Update: meta changes for some(?) textures on reimport Tests: none
Today
Update: patch ugui fork to keep up with API changes Replicated relevant code from upstream package Tests: editor boots
Today
Update: automatic package upgrades Tests: none
Today
Lighthouse rework WIP. Lighthouse now needs repairing, like the airwolf helipad. Repairing it restores the light and opens the deep sea. Moved airwolf airpad to use a new RepairableStructure base clase which the lighthouse now also uses.
Today
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Today
merge from server_packet_capture -> main
Today
merge from boat_dismount_points_preprocess
Today
Add `packet_capture` command to capture outbound packets on the server - will capture up until a certain size or time limit is reached - writes to disk with 8MB buffer - intended to allow capturing network data so we can simulate optimizations on the raw data - no overhead when turned off
Today
Codegen
Today
rust 13th birthday cake; - textures added - icon updated - material updated - prefab updated
Today
Playerboat dismount points are now baked into prefab attributes instead of a transform array on the block Authoring is the same in the prefab but the transforms can now get stripped during preprocess Saves a couple gameobjects and the array per block, but opens the door to do more stripping on all building blocks
Today
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Today
Merge from main
Today
merge from render_pipeline_testing
Today
implement texel density vizzer in RRP
Today
Merge from icon_ui_optim
Today
don't render water in preview cameras
Yesterday
merge from boateditmode_priv_fix
Yesterday
Fixed client showing boat privilege for edit mode boats you have no auth on
Yesterday
Budget group-change entity snapshots to fix client stutters when loading grids with large bases. The server sent up to 512 snapshots per player tick, which flooded the clients receive tick instantly anyway New server.snapshotsendrate (default 800/s per player) sets a budget from seconds (rather than ticks)
Yesterday
Canvas/UI gamepad optimisations
Yesterday
biofuel_generator_anim_fixes -> main
Yesterday
Security room cleanup
Yesterday
tattoo shader fixes - fix player looking hella dead - fix tattoos cappe at 65% opacity also lowered brush max size again, 0.5-3
Yesterday
added seagull flock mesh, textures and material. created a seagull flock prefab
Yesterday
network_optims -> main
Yesterday
Hook missing cow and sheep eating variants, and sheep happy canter
Yesterday
merge from 3p_idle_throw_grenades_fix
Yesterday
merge from main
Yesterday
Set up custom offset in alien costume
Yesterday
Prototyped added custom bone option in wearableholsteroffset override Uses GetTransformSlow so we can use it with the bone retarget component
Yesterday
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Yesterday
merge from main
Yesterday
Remove support for direct connections to the Rust+ websocket, not used anymore
Yesterday
exported beancan grenade vm attach/drop and throw anims with baked keys on the beancan joints
Yesterday
merge from deepsea_unloading
Yesterday
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded) Traveling back and forth was still unloading it
Yesterday
codegen fix after merge
Yesterday
Remove unneeded CausedBy function
Yesterday
Renaming and retuning
Yesterday
Fix 3p grenade throws swinging out to the side when standing still - turn-in-place arm dangle gated on DefaultHoldType, so items moved to anim subsystems (grenades, melee, shield) counted as empty hands and got it - added PlayerModel.HasHeldItemAnimations: hold type, active subsystem on the held entity, or a spent item still finishing its anim - covers throwing your last grenade, where the entity is destroyed mid-throw - dangle now only applies to genuinely empty hands, same as before the subsystem migration
Yesterday
Updating nailgun viewmodel rig with updated mesh
Yesterday
merge from ui_misc_optims