Alpha v1.0.0

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All Rust commits from Facepunch

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Daniel P11/07/202515:31:59
rust_reboot/main/projectile_jobs (#125649)

Update: forgot to save BaseRaidBenchmark scene with the changes Tests: none, trivial change

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Daniel P11/07/202515:30:36
rust_reboot/main/projectile_jobs (#125647)

Update: BaseRaidBench - add support for spawning a random base from a list Tests: ran the scene

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Daniel P11/07/202514:57:50
rust_reboot/main/projectile_jobs (#125640)

Update: DemoBuildingsViewer - add ability to export as a merged base Tests: exported 3 bases from staging demo as 1

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Daniel P11/07/202513:59:29
rust_reboot/main/projectile_jobs (#125629)

Update: DemoBuildingsViewer - can load multiple bases in a scene Exports them separately, for now. Tests: loaded top 20 bases from staging demo

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Daniel P11/07/202513:02:41
rust_reboot/main/projectile_jobs (#125617)

Bugfix: DemoBuildingsViewer - spawn TOD prefab to allow digital clock to work Otherwise it NREed Tests: loaded base 3839 from staging demo

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Daniel P11/07/202512:40:14
rust_reboot/main/projectile_jobs (#125615)

Bugfix: DemoBuildingsViewer - prevent attribute accumulation that leads to skin duplication Tests: loaded up the largest base from staging demo

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Daniel P11/07/202512:24:26
rust_reboot/main/projectile_jobs (#125614)

Bugfix: DemoBuildingViewer - fix building block skin spawning in the wrong location Discovered that there's a new bug with duplicating skins on succesful scene opens Tests: spawned the largest base from staging

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Grigler11/07/202511:44:12
rust_reboot/main/projectile_jobs (#125610)

clarified water trace setup

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Grigler11/07/202511:24:11
rust_reboot/main/projectile_jobs (#125608)

Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing

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Daniel P11/07/202511:06:21
rust_reboot/main/projectile_jobs (#125604)

Bugfix: BaseRaidBench - ensure weapons fire right projectiles - Also reset cooldowns between runs Tests: ran the scene

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Daniel P11/07/202510:27:26
rust_reboot/main/projectile_jobs (#125595)

Update: BaseRaidBench - add support for multiple run configurations - Also remote players now have id in their game object names for easier debug - Fixed a bug with accumulating frame counter (:ops: #2) - Updated subtitle display to see what's running There's a burst-related NRE that gets picked up, but it's not directly related to benchmark. Tests: ran the scene

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Grigler11/07/202508:32:25
rust_reboot/main/projectile_jobs (#125573)

fix server compile

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Daniel P11/07/202508:06:25
rust_reboot/main/projectile_jobs (#125569)

Update: BaseRaidBench - record run name in results Next up to setup variable-player runs. Tests: ran the scene

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Daniel P10/07/202517:16:09
rust_reboot/main/projectile_jobs (#125510)

Update: BaseRaidBench - output avg projectiles per frame Helps us track changes to timers(bases made the benchmark faster as there's less projectiles on average) Tests: ran the scene

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Daniel P10/07/202516:55:58
rust_reboot/main/projectile_jobs (#125508)

Update: BaseRaidBench - support skins for spawned bases Tests: ran the scene in editor

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Daniel P10/07/202515:32:55
rust_reboot/main/projectile_jobs (#125499)

Bugfix: BaseRaidBenchmark - walls now appear on spawned bases - Export the model bitmask for building blocks - Updated the base json Tests: ran the scene

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Daniel P10/07/202515:13:35
rust_reboot/main/projectile_jobs (#125495)

Bugfix: unblock use of DemoBuildingsViewer after running benchmark/playing in editor - Done via temporarily shutting down steam connection Tests: opened the scen from the demo after running the benchmark

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Daniel P10/07/202514:46:21
rust_reboot/main/projectile_jobs (#125494)

Update: move building hierarchy sorting to export - also fixed the bug with using Append instead of Enqueue Tests: ran BaseRaidBench scene

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Daniel P10/07/202514:31:03
rust_reboot/main/projectile_jobs (#125493)

Update: BaseRaidBench - spawn bases around the firing circle - added the largest base from my demo Walls are borked, same issue as editor, gonna fix next. Tests: ran the scene

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Daniel P10/07/202513:30:04
rust_reboot/main/projectile_jobs (#125481)

Update: export parent IDs for entities in buildings Tests: exported largest base from demo - confirmed expected entity had ID

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Daniel P10/07/202513:25:01
rust_reboot/main/projectile_jobs (#125479)

Update: Move Building to it's own file Makes it accessible for benchmarking Tests: compiles in editor

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Grigler10/07/202513:18:56
rust_reboot/main/projectile_jobs (#125477)

clear benchmark timers after recording results, stops accumulating time between runs

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Daniel P10/07/202512:00:36
rust_reboot/main/projectile_jobs (#125463)

Update: DemoBuildingsViewer - export base as a json file Going to see if it's enough to rebuild the base for the benchmark Tests: exported largest base from my demo

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Daniel P09/07/202515:58:55
rust_reboot/main/projectile_jobs (#125347)

Bugfix: conditionally start bootstrap timer since it can be null Tests: none, trivial change

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Daniel P09/07/202515:47:35
rust_reboot/main/projectile_jobs (#125346)

Buildfix: remove dead burst code and move job to namespace Avoids name mangling shenanigans Tests: build client locally

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Grigler09/07/202515:30:28
rust_reboot/main/projectile_jobs (#125345)

cleanup profile region

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Grigler09/07/202515:12:21
rust_reboot/main/projectile_jobs (#125339)

jobified transform readback for effect updating, still slow to update scaled renderers though

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Grigler09/07/202515:11:40
rust_reboot/main/projectile_jobs (#125338)

pooling HitInfo for Projectile DoHit and don't string concat for every ricochet fx fire

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Daniel P09/07/202514:29:01
rust_reboot/main/projectile_jobs (#125331)

Update: enable batched projectiles and water checks by default in the BaseRaidBenchmark scene Tests: ran the scene

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Daniel P09/07/202514:28:29
rust_reboot/main/projectile_jobs (#125330)

Update: add benchmark timer to SoundManager - replace magic values for timers with named consts It's chonky, so tracking it as well. Tests: ran the scene

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Daniel P09/07/202514:15:38
rust_reboot/main/projectile_jobs (#125328)

Update: add benchmark timers to Projectile.Update and BatchUpdate Tests: ran the scene in editor, saw output

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Daniel P09/07/202514:03:11
rust_reboot/main/projectile_jobs (#125325)

Update: Rewrite BenchmarkTimer to allow for accumulating time - Renamed API to make it clearer Tests: measured against a stopwatch in bootstrap loading

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Grigler09/07/202513:24:40
rust_reboot/main/projectile_jobs (#125317)

moved most of HitTest generation to a transform job

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Daniel P09/07/202512:58:36
rust_reboot/main/projectile_jobs (#125313)

Update: BaseRaidBenchmark - lay down basic benchmark timer collection logic Will contribute to benchmark results, but right now don't have any relevant timers + need to rework how they are implemented. Tests: ran the scene in editor

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Daniel P09/07/202511:16:08
rust_reboot/main/projectile_jobs (#125304)

Bugfix: DemoBuildingsViewer - fix missing walls - Manually pre-process prefabs to get around editor skipping preprocessing - Add an editor-only override for Facepunch.Instantiate to not treat gameobjects as prefabs - Gather building entities from all keyframes Tests: loaded biggest base from my cleint demo - matches how demo renders it

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Grigler09/07/202510:20:50
rust_reboot/main/projectile_jobs (#125301)

further batched projectile improvemenets - jobified position/rotation writeback, 10x faster - adjusted HitTest to only populate some fields once for a projectile's lifetime (based on flag reset when it is pooled), some improvements Tests: all projectile tests passing

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Grigler09/07/202508:38:49
rust_reboot/main/projectile_jobs (#125295)

merge from main

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Daniel P08/07/202516:26:17
rust_reboot/main/projectile_jobs (#125237)

New: DemoBuildingsViewer(Tools/Demo Buildings Viewer) - utility to extract buildings from a demo and create a scene of them - Fixed VisualFoodSetting.PreProcess to nominate for deletion, instead of destroying directly Currently only looks at keyframe 0 to detect building entities, which doesn't seem like enough Tests: used a client demo from a release server to spawn a bunch of building scenes

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Grigler08/07/202514:33:12
rust_reboot/main/projectile_jobs (#125214)

cleanup

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Grigler08/07/202514:30:19
rust_reboot/main/projectile_jobs (#125211)

server compile fix

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Grigler08/07/202514:25:42
rust_reboot/main/projectile_jobs (#125209)

reworked PlayerCache into a generic StableObjectCache to re-use it for batched Projectiles, making use of it for reading batches of projectile transform data which speeds it up by roughly 8x-10x compared to going through managed properties (cached or otherwise) Tests: re-ran all projectile and PlayerCache tests, adjusted to new interface

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Daniel P04/07/202518:40:47
rust_reboot/main/projectile_jobs (#125073)

Hack: BaseRaidBench - avoid flooding audio manager During benchmark, we create too many audio sources and don't clean them up with default budgets - so we up them abit. Tests: ran the benchmark - no longer grinds at 3fps

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Grigler04/07/202514:18:50
rust_reboot/main/projectile_jobs (#125041)

missing return

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Grigler04/07/202514:10:29
rust_reboot/main/projectile_jobs (#125038)

added batched water tracing and various supporting features - GamePhysics.UseBatchedWaterRays convar to disable for perf comparison, will remove eventually - NativeArray/NativeList expansion can optionally use power of two expansion - Added native-friendly query structures for TerrainHeightMap and ShoreVectors, can add more querying functionality as needed but keeping it lean for now - Modified test cases to be more lenient on float comparisons as Burst compilation introduces variance of around 1e-8 in position results on waves which is more than acceptable

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Daniel P04/07/202511:46:09
rust_reboot/main/projectile_jobs (#125020)

Bugfix: BaseRaidBench - audio no longer missing This aligns it with running from game menu, so standalone editor runs now also struggle under AudioManager lag. Tests: ran scene + ran `benchmark BaseRaidBenchmark` from game menu

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Daniel P04/07/202510:52:22
rust_reboot/main/projectile_jobs (#125015)

Update: editor benchmarking runs now consistently set benchmarking flag Tests: ran RaidBenchScene in isolation and all bench scenes in series - no exceptions

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Daniel P04/07/202510:33:20
rust_reboot/main/projectile_jobs (#125014)

Update: add BaseRaidBench to the benchmark scene list Tests: ran the benchmark command - it did execute my scene, but also started lagging as heck

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Daniel P04/07/202510:32:35
rust_reboot/main/projectile_jobs (#125013)

Update: BaseRaidBench - set batched mode as default for scene

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Daniel P04/07/202510:12:32
rust_reboot/main/projectile_jobs (#125012)

Update: BaseRaidBench - restore global state at the end of the benchmark Tests: ran the scen

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Daniel P03/07/202517:35:44
rust_reboot/main/projectile_jobs (#124972)

Update: BaseRaidBench - emulate timed explosive fuse Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer Tests: ran the scene

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Rust Utility Hub - Commits - main/projectile_jobs