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129,666 Commits over 4,232 Days - 1.28cph!

3 Days Ago
M92 - Updated textures
3 Days Ago
Calculate cellsize based on vertex count and texels per unit Use max axis for LOD distance Use camera position snapped to half cell increments for LOD distance Change LOD falloff to log function Enable shore wetness
3 Days Ago
Got building working at Team B monument
3 Days Ago
WIP auth support for team build zones, not working yet
3 Days Ago
Each team has their own spawn beach
3 Days Ago
Create game mode, create two teams on start and auto add new players to the lowest pop team
3 Days Ago
3 Days Ago
Paint ocean topology, fix errors
3 Days Ago
Get scene up and running, replace old static research/repair benches with modern versions
3 Days Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
3 Days Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
3 Days Ago
3 Days Ago
Also include mesh stripping on Rust.Ai and Content directories
3 Days Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
3 Days Ago
Add RefillAsync() method but it already doesn't work on 2022 - the Transform parent parameter is ignored and not fixed until Unity 6 so the refilled prefabs are spawned in the main scene instead of attached to the inactive root
3 Days Ago
Add editor only behavior to create pools when a prefab is first instantiated - currently it will only create the pool & start refilling it once the prefab is killed, not when it is first spawned - convar `instantiate_creates_pools` (default false) will cause the pool to created after the prefab is first spawned - this isn't an issue in standalone builds as it will warmup the prefabs on the menu and fill the prefab pool while connecting to the server - can't use the warmup command to fill pools in the editor as that takes 30s+ and isn't great for testing
3 Days Ago
Store time taken to instantiate each prefab when refilling the pool - base the average on up to the last 20 prefabs spawned - used to determine if we need to move onto async instantiation (for hackweek we will play around but later on) - use estimated time to enforce the per-frame budget a big more aggressively (don't instantiate a new prefab if it will exceed budget by 20%)
3 Days Ago
Boat building station now behaves the same when ent killed as when destroyed (attempt to finish boat, kill everything otherwise)
3 Days Ago
New: ServerProfiler can now dump raw binary of a managed method after JIT - using debug binary built from facc83cb Baby steps. No idea how to read it yet, and will need to explore how to control optimization levels. Tests: Exported Assembly-CSharp!BasePlayer::ServerUpdateParallel
3 Days Ago
Start by adding simple pool refilling - 0.1ms per frame creating prefabs until each pool is full - keep list of partially full pools, loop through them in order
3 Days Ago
Fix print_prefabs having wrong order of columns (existing issue??)
3 Days Ago
Hackweek XIV FPV Drone - Added drone, changed movement to mouse based pitch and roll, removed item container support, changed sound pitch, general flight model adjustments
3 Days Ago
Fix deleteentitiesbyshortname not replying correctly, improve feedback and add usage descriptions
3 Days Ago
Merge from boat_building
3 Days Ago
Merge from more_auth
3 Days Ago
Can now set lock code from edit mode
3 Days Ago
Gun turret container on the attack heli now gets cleared correctly when using fixcars command.
3 Days Ago
Re-enable auto auth on place back to steering wheel
3 Days Ago
Renamed some prefabs, folders
3 Days Ago
Bunch more auth work, fixes and UI option consistency.
3 Days Ago
Started on the item tab
3 Days Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
3 Days Ago
Power mannequins to change their pose
3 Days Ago
Padding and layout fixes
3 Days Ago
Added RobotoMono-Bold
3 Days Ago
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
3 Days Ago
Fixed RobotoMono material fuckery
3 Days Ago
Burlap shoes repose/lods - added female prefab
3 Days Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
3 Days Ago
Console menu navigation
3 Days Ago
Ninja suit repose
3 Days Ago
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode - something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
3 Days Ago
- Can now pass a radius to debug.puzzlereset, or not to reset all puzzles like before - Fix the command not working from the server console
3 Days Ago
Removed save file name from Craggy's GameSetup
3 Days Ago
Developer tool nav bar buttons
3 Days Ago
Client compile fix
3 Days Ago
- Added RPC name under the info section of RPC packets - Added global filters for server/client realms - Added packet type breakdown of the top packets - Clean restyle of the net graph
3 Days Ago
Command block tests