141,791 Commits over 4,413 Days - 1.34cph!
Update(tests): add 4, 8, 16, 32 task scenarios (previously was just 32) for pool perf tests
Tests: ran perf tests
Update(tests): expand AllocDeallocMTShortLived to optionally simulate busywork
We're never going to be just slamming the pool(or if we do - we shouldn't as that's overhead). This makes the test closer to real world.
Tests: ran perf test
main -> server_browser_update_2
Fixed a shadow caching OOB exception when there are no lights in the scene
Clean(tests): consolidate pool create-spilled code into Utils.MeasureAndPrint
Tests: ran perf tests
Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly
It was supposed to run only when necessary
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
Lock trajectory button styling, setup.
Cherrypick from pool_mt/circularbuffer - test improvements
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
Add thruster button prefab.
Restyle thruster button.
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bowless crossbow world model anims edited
merge from f1tools_demo_fix
Use static list ticked through ServerMgr for npc networking instead of unity update
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
Fixed F1 menu tools tab not showing in demos
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
Use static list ticked through ServerMgr for navmesh agents instead of unity update
reset electric furnace emissive texture and 3.1 value to original
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
set dressing push on marketplace
optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
NRE fix for UI_Store.OnWarmupPage when the manifest is null
merge from store_nre_fix2
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
merge rust_relay_server -> main
merge main -> rust_relay_server
Mortar animator blend values updated
Better logging on RustTestFixture::SpawnEntity
Merge from parent (needs codegen)
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Merge from terrain_renderer
merge from mortar_prototype
Updated Mortar and ammo descriptions
Fragmenation Mortar shell
Radius 3.8m > 6m
HE Mortar Shell
Radius 3.8m > 4.5m
Explosive damage 45 > 60
Remove GPU device check testing functions and command
Revert terrain culling ConVar back to admin
Restrict Mortar from primitive