reporust_rebootcancel

122,049 Commits over 4,048 Days - 1.26cph!

5 Days Ago
Fixes
5 Days Ago
Added more test floor wallpapers
5 Days Ago
Added TOD based density attenuation
5 Days Ago
FX
5 Days Ago
Optimisation on jungle concrete walkways (LOD3 bake pending)
5 Days Ago
merge from phraseupdate_improvements
5 Days Ago
Safe deployable
5 Days Ago
Spikes!
5 Days Ago
Include Microsoft.CodeAnalysis Initial Source Generator setup
5 Days Ago
Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms) Tests: used old code inline to validate outputs of new code
5 Days Ago
Can now cancel the phrase update process Improved the loading bar info, giving more context Cleanup
5 Days Ago
Server browser, sidebar and start of table
5 Days Ago
merge from selectionhistory_improvements
5 Days Ago
Can drag and drop entries
5 Days Ago
fix reversed noise channel order
5 Days Ago
Right clicking an entry only pings it and doesn’t select it
5 Days Ago
Give queue back to the pool if its empty (after sending)
5 Days Ago
merge from selectionhistory_improvements
5 Days Ago
Selection history window: - Added a setting to the to enable/disable duplicate entries - Added a search bar - Some optims
5 Days Ago
Fixed bitmask read using too small a bit count
5 Days Ago
Code cleanup
5 Days Ago
Remove client -> server syncvars
5 Days Ago
main -> syncvars
5 Days Ago
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5 Days Ago
Optim: PrefabPreProcess - replace GetComponent with TryGetComponent Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower). Tests: ran procgen with early out
5 Days Ago
Update: Merge prefab loading and preprocessing to run concurrently Surprisingly leads to worse timings than them being separate (120s prev CL vs 144s new). Might be overhead from doing a single prefab per frame Tests: ran procgen with early out
5 Days Ago
Update: move prefab processing to WorldSetup Tests: ran procgen with early out
5 Days Ago
Update: Prefab<T> gains a convenience (Prefab, T) constructor Tests: compiles
5 Days Ago
merge from jungle_dlc/jungle_storage_skin_fix/jungle_barrel_storage_corpse_gibs/
5 Days Ago
Re applied main changes on wicker and bamboo barrel corpses
5 Days Ago
CanSeeWallpaperSocket is now using alternative LOS checks Fixes some issues when trying to pickup and reskin wallpapers
5 Days Ago
Use terrain normal map instead of deriving from the height map for better quality on steep edges, more accurate grass distance based cell count calculation
5 Days Ago
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
5 Days Ago
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5 Days Ago
merge from main
5 Days Ago
merge from networkcache_ownerid_fix
5 Days Ago
By default, entities won't use the network cache when networking their owner info - Fixes drone owners not being able to set their ID - Fixes signs being inaccessible to their owner when locked
5 Days Ago
flaregun blockout
5 Days Ago
Rotation easing + fixes
6 Days Ago
revert accidental change
6 Days Ago
Update: Merging asset loading flows together - still editor only + debug code to early out - still slow (there's a number of issues left to resolve) Discovered that mixing Sync + Async loads causes an integration queue flush(big stall for us). This'll be a tricky problem to address, since SoundDefinition (and I presume others) load assets as part of OnValidate Tests: procgen in editor
6 Days Ago
- randomize weather noise offsets for variety - respect render scale/dlss scaling - sun and ambient improvements
6 Days Ago
`debug.spawn_all_deployables` command - spawns one of every deployable in a grid (sometimes useful for testing)
6 Days Ago
RustCraft
6 Days Ago
Additional LOS check pos for wallpaper constructions, fixes all the various line of sight blocked issues when placing down wallpaper
6 Days Ago
Update: hooking up gameobject spawning to async load logic - Contains a bunch of testing code used for profiling, will clean up in next update Needs a bit of rework to ensure both the orignal flow and new flow can work together. Tests: ran procgen
6 Days Ago
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
6 Days Ago
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
6 Days Ago
Phrases