reporust_rebootcancel

137,370 Commits over 4,352 Days - 1.32cph!

1 Year Ago
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1 Year Ago
Fixed boomerang server methods running in the client (only in editor)
1 Year Ago
main -> boomerang
1 Year Ago
Combined volume properties into a Vector4 to reduce shader property set calls
1 Year Ago
updated rustplayer fbx with new prop positions re-exported working holdtypes after prop bone skeleton updates
1 Year Ago
normal map fixes, dilation fixes
1 Year Ago
- Added an epsilon amount to the environment volume size used for environment volume stencil rendering to prevent Z-Fighting when they are perfectly aligned with meshes. - Moved the SetRenderTarget call when rendering the environment volumes to outside of the loop that draws them as it only needs to be set once. - Added a square distance check for volumes after frustum culling based on a controllable render distance.
1 Year Ago
Iterate on croc behaviour, remove zigzag attack, re-add static attack
1 Year Ago
Changed convar
1 Year Ago
Changed the way bee analytics are called. Added an editor method to reset bee stats for testing
1 Year Ago
Optim: Calculate water factors via a Burst job - Job generates factors off by less than 1mm, so I had to swithc asserts to approx equal Tests: ran unit tests
1 Year Ago
merge from main
1 Year Ago
Update: Pass NativeArrays to GetWaterFactors instead of Spans Tests: ran unit tests
1 Year Ago
clear prefab when switching input type, clear material list before switching mesh
1 Year Ago
Update: replacing BasePlayer.FinalizeTickParallel internal buffers with NativeArrays - Also renamed WaterFactors to GetWaterFactors (to free up a name for a static array) This should enable conversion of internals of GetWaterFactors to Burst jobs Tests: ran the staging demo playback - same InWater and OutOfWater counts
1 Year Ago
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1 Year Ago
support selecting prefab with auto fill of lod0+lod3 meshes and materials
1 Year Ago
Tests: new PerfSerialWaterFactor and PerfBatchWaterFactors perf tests Also just realised that all my perf tests are not doing 1k point tests, but 10k. Whoops. I'll keep it. Tests: ran new perf tests
1 Year Ago
merge from wheel_collider_optim
1 Year Ago
shrunk jungle swamp water surface to avoid clipping
1 Year Ago
Tests: add TestWaterFactorsConsistency test - Converted other tests to use BasePlayer instead of BaseEntities - Also exposed WaterFactor methods from BasePlayer (other overloads were already public) Doesn't stress all paths, only the main path that has updated logic Tests: ran all unit tests
1 Year Ago
merge from main
1 Year Ago
merge from backpack_refreshes_clothing_fix
1 Year Ago
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1 Year Ago
using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
1 Year Ago
split container content hashes into deep and shallow, only used to determine if player clothing needs updating - using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
1 Year Ago
Removed mention of movement penalty on inserts, updated wheat description to new one from the sheet
1 Year Ago
Merge from main
1 Year Ago
merge from clear_bushes_radius
1 Year Ago
merge from fridge_reskin_light_fix
1 Year Ago
merge from repair_bench_redirect_fix
1 Year Ago
merge from naturalbeefix
1 Year Ago
merge from tea_consumable_info
1 Year Ago
merge from ocean-render-fix
1 Year Ago
merged from Item_Descriptions_update
1 Year Ago
merge from hv_explosion_sound
1 Year Ago
little zigg update - WIP
1 Year Ago
Clean: adding ext to safely clean-up NativeReference Tests: ran unit tests
1 Year Ago
incapacitate and scatter dart icons
1 Year Ago
incapitate worldmodel, LODs and prefab.
1 Year Ago
adjusted sunken knife icon to same position of combat knife for consistency plugged in viewmodel so it's all working
1 Year Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
1 Year Ago
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle improved terrain blend texture
1 Year Ago
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1 Year Ago
further normal map progress, output directory saving
1 Year Ago
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1 Year Ago
Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
1 Year Ago
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
1 Year Ago
Add profiling
1 Year Ago
Remove the previous 160 hard coded item view limit