reporust_rebootcancel

156,267 Commits over 4,566 Days - 1.43cph!

Today
Fix wounded UI formatting every frame
Merge from main
Don't raise boombox mission event for team members if they are not on the same mission
Today
Disable instancing on horse hair
Today
merge from console_autocomplete_improvements
Today
merge from console_autocomplete_improvements
Today
merge from vclouds_always_on
Today
Fixed entity and item auto completion always showing SERVER realm
Today
merge from sentry_crash_timestamp -> main
Today
Missed Poolable.cs
Today
Same change as 166970 but for all furnace prefabs (furnace, electric furnace, large furnace)
Today
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BoomBox shouldn't raise a mission event unless the instigator player has an active mission Misc code cleanup
Today
Bugfix: fix late-arriving snapshots crashing client - also reset active scene name so we can identify LevelManager loading and skipping prefab pooling Tests: was able to reload into procgen then back to staging, but tripped some asserts
Today
fix tattoos not saving between client-server properly
Today
Include crash timestamp when uploading to sentry - sentry parses from the minidump but this includes it in the JSON body too - crashes happen in past then are uploaded on next startup so we want to know the difference
Today
Conveyors are poolable We prewarm 10 copies
Today
Fix sleeping bag map markers and death screen buttons allocating every frame
Yesterday
various BC improvements - collision as proper capsules again - colliders interpolate for sub-steps - fixed accumulator issue that would appear after a big spike frame - fixed issue with simulation space not actually being a simulation space
Yesterday
We now prefill our pool with up to 30 copies of the most used io entities. The first time you load a big base will be a tad faster at the expense of more upfront memory You're going to load them as soon as you load the local zerg base anyway
Yesterday
Make cpu affinity a warning instead of an error
Yesterday
Fix a Sound alloc on every Init, Retire, StopAndRecycle, FadeOutAndRecycle Coming from RustLog passing definition.name as an argument, which would allocate even with logging disabled Added a missing space between the name and the id in the logs
Yesterday
Wool Armor Insert setup, tech tree, crafting cost. WIP values: - 20 wool to craft - 3 cold, 2 melee, 1 projectile protection - Tier 1 tech tree
Yesterday
Added SoundPlayerCull to industrial conveyors looping hum sound. It was spawned regardless of distance then paused Editor profiling, 30 conveyors spawned 150m away: - 9ms -> 2.3ms total - ~470us -> ~220us per conveyor spawn - Sound.DoUpdate per frame: 112us -> 20us (the 30 paused hums were still updated every frame)
Yesterday
Fixed wind motion vectors for AnimalFur shader
Yesterday
Removed the pref to skip unity event listener baking in editor, wasn't necessary (renamed the branch to entityspawning_optims)
Yesterday
Added entity/item autocompletion to more commands
Yesterday
merge from main
Yesterday
merge from ferry_ladder_fix
Yesterday
Fix ferry terminal rope ladder being annoying to climb up - triggers with multiple colliders do not work correctly. Split into two triggers, S2P Fix player movement not updating the current ladder when transitioning from one ladder trigger to another, fixes still playing rungs / rope animation even though you are now on a different ladder
Yesterday
Merge from ez_pie_food_config
Yesterday
spawngrid and teleportany autocomplete entity names
Yesterday
merge from console_autocomplete_improvements
Yesterday
Compile fix
Yesterday
Fix wind motion vectors on ferns, pine trees, bushes, etc.
Yesterday
Fix "death while running" anim never playing because speed was measured after stopping
Yesterday
merge from tattoos_revived -> tattoos
Yesterday
First pass at working tattoos again - Had to change UVRender shaders "ObjectId" to "PaintObjectId" to avoid Unity conflict to fix face tattoos - Face tattoos use UV1 instead of UV0, for after the player update - set resolutions to 512x512 for face and 2048x1024 for body tattoos
Yesterday
Fixes
Yesterday
Fix TerrainTexturing.OnEnable NRE when opening scenes in editor
Yesterday
merge from boar_healthThresholdForFleeingFix
Yesterday
Bugfix: also include level size in reload req, otherwise client gets confused about world loading Tests: client was able to load from Craggy into procgen map while server is still on craggy
Yesterday
merge firecracker update to grenade drop animations
Yesterday
setup firecracker vm camera anims
Yesterday
Optimized entities with flag toggles spawning: EntityFlag_Toggle now bakes its listeners at prefab preprocessing and calls them directly instead of invoking its UnityEvent The first UnityEvent invoke on every new instance looked its listeners up by reflection. Rough profiling from the editor, loading in a mix of 248 entities (io, locks, doors and some random deployables) EntityFlag.DoUpdate 26ms -> 2ms total ~100us -> ~9us per entity ~940 KB -> ~231 KB total
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
- Vingette - Minor adjustments/cleanup
Yesterday
Update: more progress on loading to a different level - refactored some of testing code - client doesn't send tick while loading - server delays client entering game till they're marked as connected Tests: tried to load from craggy to procgen, but got stuck on recieving data. also triggerd a bunch of asserts in the process