reporust_rebootcancel

157,257 Commits over 4,566 Days - 1.44cph!

Today
Fixed the codelock on frankenstein table appearing underneath the table on the floor
Today
Tests
Today
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Today
Update demos to read the new batched packet format
Today
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
Today
merge from deepsea_unloading
Today
Merge from hemp_colour_swap
Today
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it
Today
Cleanup, fixes
Today
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
Merge from main
Today
Fix mismatch between server's check for sails and client's check - client uses rays, server used spheres - the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
Today
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Yesterday
Optimize calculating upkeep on the server - used to iterating through entire buildings when recalculating upkeep - now sums the building cost of all the entities and only adds & removes cost as entities are changed - means upkeep is now only multiplying the cached cost * the upkeep multiplier
Yesterday
Brigthened the room lighting slightly
Yesterday
Fixed deep sea spamming tree spawned RPCs to all players when opening
Yesterday
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
Yesterday
Deleted unsuded ghost ship population asset
Yesterday
Cover the case where a modded server spawns deep sea entities outside of the deep sea Client activates the asset scene without waiting for a loading screen and keeps it for the entire session
Yesterday
fix pooled train audio, disable pooling log for checking active states - I added it for vehicle pooling and forgot to nuke it
Yesterday
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
Yesterday
Fixed various exceptions that happen during builds Add some null guards, skip compute kernel lookups when compute shaders are unsupported, move DeferredMeshDecal in apartment_large that was missing its renderer
Yesterday
Security room greybox
Yesterday
Gate navmesh save log and AI despawn log behind ai.logIssues
Yesterday
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
Yesterday
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Rin
Yesterday
Cherrypicking 168011, 168012
Yesterday
Merge from Livestock_animals, fix extremely long AI tests
Yesterday
Merge from main
Yesterday
Have AI tests run at 4x speed, with same delta times, confirmed results are the same thanks to the deterministic mode, AI tests now down to 15min I also added a local guard that stops me from blowing past the 30min budget in the future
Yesterday
pt_boat_rewrite -> client_controls
Yesterday
main -> pt_boat_turret_rewrite
Yesterday
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Yesterday
Fix frankenstein pet not moving, it had no nav agent component
Yesterday
Fix no navmesh in halloween dungeons, they were filtered by the out of bounds check
Yesterday
Fix all milky and creamy teas + rich pies icons artifacting Fix new locked crate icon artifacting when zoomed out on the map
Yesterday
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Yesterday
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Yesterday
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Yesterday
Added a menu item in Build/ to keep the build cache so we can do incremental builds
Yesterday
Revert some files I didnt mean to commit
Yesterday
Deep sea content is now loaded on demand when entering it - it has its own asset scene loaded/unloaded when crossing the portal - entities wait for their asset scene before spawning Saves around 260MB of RAM and 270MB of VRAM when out of the deep sea
Yesterday
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Yesterday
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Yesterday
merge fix_chainsawanim
Yesterday
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Yesterday
merge from misc_logging_cleanup 🧹
Yesterday
Fix yaml issues in calf, calfmale and lamb prefabs
Yesterday
rust 13th birthday cake - world model prefab updated - game model updated
Yesterday
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