144,497 Commits over 4,413 Days - 1.36cph!

11 Days Ago
Update: fuzzy version of pool with CircularBuffer Fastest so far, but has a tendency to spill/allocate in during very high contention AllocDeallocST - Avg: 0.63ms, Created: 0 Spilled: 0 AllocDeallocMTShortLived - Avg: 2.79ms, Created: 144(0.45%) Spilled: 169(0.53%) AllocDeallocMTLongLived - Avg: 2.94ms, Created: 0 Spilled: 0 AllocDeallocMPSC - Avg: 3.26ms, Created: 0 Spilled: 0 Tests: ran unit and perf tests
11 Days Ago
Satellite list tidyup
11 Days Ago
Lock trajectory button styling, setup.
11 Days Ago
Cherrypick from pool_mt/circularbuffer - test improvements
11 Days Ago
Update(tests): gather and output more data about the test - track created and spilled (matters for next pool version) - more profiler markers Tests: ran perf tests
11 Days Ago
Add thruster button prefab. Restyle thruster button.
11 Days Ago
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11 Days Ago
bowless crossbow world model anims edited
11 Days Ago
merge from f1tools_demo_fix
11 Days Ago
Use static list ticked through ServerMgr for npc networking instead of unity update
11 Days Ago
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
11 Days Ago
Fixed F1 menu tools tab not showing in demos
11 Days Ago
Merge from main
11 Days Ago
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
11 Days Ago
Tidy up thruster panel.
11 Days Ago
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
11 Days Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
11 Days Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update
12 Days Ago
reset electric furnace emissive texture and 3.1 value to original
12 Days Ago
Merge: from pool_mt
12 Days Ago
Update(tests): add a couple more perf tests - AllocDeallocMT -> AllocDeallocMTLongLived (biases Get, then Free operations), Avg: 3.56901ms - AllocDeallocMTShortLived - fetches and returns to pool immediately (to evenly spread pressure), Avg: 3.01974ms - AllocDeallocMPSC - simulates multiple-producers-single-consumer (emulates network write thread under jobs 2) Avg: 12.20773ms All cases - 32 tasks doing 1k allocs Tests: ran perf tests
12 Days Ago
set dressing push on marketplace optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
12 Days Ago
NRE fix for UI_Store.OnWarmupPage when the manifest is null
12 Days Ago
merge from store_nre_fix2
12 Days Ago
Fixed TestRunnerWindow error when opening foldouts CTRL + Click on an asset path parameter pings the asset in the project window Added to right click context menu too
12 Days Ago
merge rust_relay_server -> main
12 Days Ago
merge main -> rust_relay_server
12 Days Ago
Mortar animator blend values updated
12 Days Ago
Better logging on RustTestFixture::SpawnEntity
12 Days Ago
Merge from parent (needs codegen)
12 Days Ago
Merge from main
12 Days Ago
Merge from main
12 Days Ago
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12 Days Ago
Merge from parent
12 Days Ago
Merge from terrain_renderer
Rin
12 Days Ago
merge from mortar_prototype
Rin
12 Days Ago
Updated Mortar and ammo descriptions Fragmenation Mortar shell Radius 3.8m > 6m HE Mortar Shell Radius 3.8m > 4.5m Explosive damage 45 > 60
12 Days Ago
Remove GPU device check testing functions and command Revert terrain culling ConVar back to admin
Rin
12 Days Ago
merge from main
Rin
12 Days Ago
Restrict Mortar from primitive
12 Days Ago
Merge from main
12 Days Ago
Use local top down hole map for non-screen space rendering (shadows, probes) Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain Render out stencil results to R8 hole mask and clear depth for those regions Handle alternate topdown render of hole volumes Use separate editor command buffers for hole rendering and terrain depth prepass Add Hole editor script
12 Days Ago
New ChildAnimatorSubSystem Runs an entirely independent controller Has it's own weight, can target specific layers, etc Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
12 Days Ago
mortar sounds
12 Days Ago
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
12 Days Ago
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
12 Days Ago
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
12 Days Ago
Add a warning to the state sync editor if the state name is incorrect