256,530 Commits over 4,018 Days - 2.66cph!
[D11][UI] Implement wipe server option. Navigation to top-up credits page on renew server.
[D11][OPTIMIZE] Reduced packet memory copying by getting rid of some internal buffer/byte copy and using a custom streaming class. I did this both to reduce the redundant copies and with an eye to buffering the un-serialised messages.
[D11][OPTIMIZE] Reduced packet memory copying by getting rid of some internal buffer/byte copy and using a custom streaming class. I did this both to reduce the redundant copies and with an eye to buffering the un-serialised messages.
Save on an IOEntity if it's been placed by a player (see PlayerPlaced)
Use to distinguish between monument entities and player entities
Save on an IOEntity if it's been placed by a player (see PlayerPlaced)
Use to distinguish between monument entities and player entities
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
Some weird missing metas.
Some weird missing metas.
Driving physics settings edits
Driving physics settings edits
Clamping is good now, just this focal displacement thing causing problems now
Hacked together a quick test. Takes a monument, gets all the meshes that will be seen within a specified range, batches them all together, then generates a low res texture array for them all producing a single draw call proxy. Also tried reducing the mesh with mixed results...
Hacked together a quick test. Takes a monument, gets all the meshes that will be seen within a specified range, batches them all together, then generates a low res texture array for them all producing a single draw call proxy. Also tried reducing the mesh with mixed results...
WIP support for third person held entities, currently set up on acoustic guitar
Added an instrument view point to the player model, still not super happy with this
WIP support for third person held entities, currently set up on acoustic guitar
Added an instrument view point to the player model, still not super happy with this
Merge from Main -> Vehicles
Merge from Main -> Vehicles
Better solution: Modules now use changes in parenting to automatically add/remove on both client and server. Sync no longer necessary. Handles destruction also as destroyed entities automatically de-parent. Since child entities are automatically parented on start, it also handles vehicles that start with modules already attached.
Better solution: Modules now use changes in parenting to automatically add/remove on both client and server. Sync no longer necessary. Handles destruction also as destroyed entities automatically de-parent. Since child entities are automatically parented on start, it also handles vehicles that start with modules already attached.
Post-merge shader fix + re-added dilate filter
Post-merge shader fix + re-added dilate filter
Replace everything with reanimated's ImagePreview example
Hook up drum kit materials
Hook up drum kit materials
Remove change perspective RPC calls, do everything from client side perspective mountable callbacks
Remove change perspective RPC calls, do everything from client side perspective mountable callbacks
adding drumkit source files
increased Windmill heat protection
increased Windmill heat protection
[D11] Add extra fields to Rustworks active players list request
[D11] Add extra fields to Rustworks active players list request
Latest terrain build
Terrain config tweaks
Foliage, playing with filter cutoff on grass/forests
Latest terrain build
Terrain config tweaks
Foliage, playing with filter cutoff on grass/forests
[D11] Replace old active players request with new Rustworks request