131,026 Commits over 4,232 Days - 1.29cph!

15 Minutes Ago
Get scene up and running, replace old static research/repair benches with modern versions
2 Hours Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
2 Hours Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
2 Hours Ago
3 Hours Ago
Also include mesh stripping on Rust.Ai and Content directories
3 Hours Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
4 Hours 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
5 Hours 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
6 Hours 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%)
6 Hours Ago
Boat building station now behaves the same when ent killed as when destroyed (attempt to finish boat, kill everything otherwise)
Today
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
Today
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
Today
Fix print_prefabs having wrong order of columns (existing issue??)
Today
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
Today
Fix deleteentitiesbyshortname not replying correctly, improve feedback and add usage descriptions
Today
Ship dock_broken01a.mdl with fixed physics * No more bits sticking out Fixed StudioMDL crashing when creating folders for the model Fixed utilityconnecter006b/d.mdl physics Fixed certain NPCS constantly lowering their weapons after each burst Mossman/Kleiner/Breen/Eli Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Today
Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Today
Update FGD files Remove non existent entities from BreakableBrush spawnobject Fixed default model for physics_cannister, npc_launcher and weapon_bugbait Remove default model (error) for npc_missiledefense (now a box) Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Today
Merge from boat_building
Today
Merge from more_auth
Today
Can now set lock code from edit mode
Today
Gun turret container on the attack heli now gets cleared correctly when using fixcars command.
Today
Re-enable auto auth on place back to steering wheel
Today
Renamed some prefabs, folders
Today
Bunch more auth work, fixes and UI option consistency.
Today
Started on the item tab
Today
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
Today
Power mannequins to change their pose
Today
Padding and layout fixes
Today
Added RobotoMono-Bold
Today
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
Today
Fixed RobotoMono material fuckery
Burlap shoes repose/lods - added female prefab
Today
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
Today
Console menu navigation
Today
Ninja suit repose
Today
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
Today
- 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
Today
Removed save file name from Craggy's GameSetup
Today
Developer tool nav bar buttons
Today
Client compile fix
- 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
Today
Command block tests
Today
Added the old console to the new developer tool prefab for now
Today
Added indirect instancing for the ballpit spheres
Today
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
Today
Baseline, bootstrap spawns EngineUI2
Today
Update vphysics to TF2-double version (Windows only) Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX), Fixes PhysGun/GravityGun resetting buoyancy (Windows only)