reporust_rebootcancel

124,016 Commits over 4,171 Days - 1.24cph!

15 Days Ago
Apply 129057 on new branch
15 Days Ago
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merge from decor_lighting_dlc
15 Days Ago
Let's get ParrelSync to work with Rust: Symlink CFG Symlink Texture Bundles
15 Days Ago
Setup ParrelSync Lean up the implementation - remove a bunch of unneeded stuff
16 Days Ago
merge from deep_sea/islands
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Code cleanup
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Scene backup. Editor script fix.
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Set ghost ship as deep sea global networked
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merge from naval_update/deep_sea
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beanbag chair destroy sound + sound tweaks table lamp deploy deploy sound tweak for a few other lights
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Merge from baseplayer_serverupdateparallel - Optim: reduce GC allocs by 60% when creating tasks for UsePlayerUpdateJobs 2 - Optim: skip occlusion queries for pairs of same players (affects all modes) Tests: 2p tests on Craggy + 2k procgen with UsePlayerUpdateJobs 0/1/2 (covered spawning, sleeping, killing and occlusion kicking in)
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Merge: from main
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Optim: skip running server occlusion between a pair of same players Saves us a bunch of extra dictionary entries, running extra occlusion jobs Tests: 2p sessions with UsePlayerUpdateJobs 0/1/2 on Craggy (with reconnects, kills, occlusion culling)
17 Days Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
17 Days Ago
Subtract 127690 - get rid of the custom Parallel class
17 Days Ago
Replaced the sphere colliders in the Comfortsource on the bear rug with a single box collider, so you dont lose comfort stood in the middle if the rug is on the ceiling
17 Days Ago
Bugfix: UsePlayerUpdateJobs 2 - skip trying to run occlusion checks between 2 same players A little slapdash, but it fixes editor-only CLIENT+SERVER bug of sometimes failing to notify player that they're awake. I'll exclude it from all modes next CL. Tests: loaded into 2k procgen world with UsePlayerUpdateJobs 2 set from the start 3 tmes - all times no weird zombie state
17 Days Ago
Make mixing table overflow items drop from the player's eye level to improve visibility.
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merge improve_mixingtable_drop_visibility to main
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Add playermodel LOD override for Mannequin
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Optim: UsePlayerUpdateJobs 2 - reduce GC allocations around creating tasks Surprisingly, this was a struggle to test. Suspicious about a potential bug in unrelated part of UsePlayerUpdateJobs 1/2. Tests: 2p on Craggy and 2k Procgen map with UsePlayerUpdateJobs 2
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merge from deep_sea/networking -> deep_sea
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merge fix_torch_underwater to main
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Fix being able to swing a torch underwater to keep it lit. Add a transition from attack_lit -> extinguish.
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PT Updates
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proxy street lights added to docks, static buoys
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merge fix_worldsize_skipdomainreload to main
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Fix skip domain reload breaking world size in procedural maps.
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Adding FPBuild flags for MacOS build in Jenkinsfile
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fix_tree_marker_color_ui
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Fix tree marker color selector
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Update: Unit tests that experiment with reducing allocation overhead of tasks Got the following reductions in the unit test: Garbage size: 1.1KB -> 0.3KB Alloc Calls: 11 -> 5 The remaining ones seem impossible to remove while still using System.Threading.Task. Tests: ran the new unit tests
17 Days Ago
label_fix_2 -> main
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Compile fix
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Set sleeping bag team member names to null even if they fails (so they dont retain old data) should someone start a group and leave it Dont do team member updates, instead just update any players bags who joins or leaves a team Ensure all other team members bags are updated when any player joins or leaves, so that joining or leaving player loses their bag data
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Ensure for connection is valid before trying to save
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wrapped baker in our own component and added IPrefabPreProcess validation and component stripping - exposed ValidateColliders in inspector
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floating walkways set dressing WIP
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merge from ceilinglight_fix
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Tweaked the ceiling light joint and rb, takes less time to stop swinging
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Make sure to reset ceiling light joints after a entering network range