12,696 Commits over 2,315 Days - 0.23cph!
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that
Updated the converter to match the shadow casting values
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
Also include mesh stripping on Rust.Ai and Content directories
Added support for MeshLOD to disable shadows at specific LOD levels
Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
Uploading in multiple parts because plastic can't handle... multiple files
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
Move non r/w meshes into the private content bundle for server builds, removing them from the build
Saves 360mb of memory on a freshly booted server
Merge from main_merge_10_nov
Protobuf, code gen, phrases
Merge from main
Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion
Stomp changes in generated files
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot
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Fix drawpuzzleresets not working with AIZ monuments (thanks Aron)
Fallback to using the radiation reset zone as the bounds check for AIZ monuments if it's a rad monument
Fixes arctic not resetting as it's reset bounds is way bigger than the monument and the resulting rad volume
Merge from puzzle_reset_hotfix
Another attempt at arctic rad zone issue
Fixed InvalidOperationException in radiation damage
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Fixed unpowered fridges in arctic biome not cooling food
Merge from puzzle_reset_hotfix
Apply an additional 25 damage per puzzle reset tick to all players in the inner radiation range once the radiation reaches it's peak level
Reduced monumentPuzzleResetRadiationPlayerEmptyTime from 5m -> 2m
Reduced monumentPuzzleResetRadiationPreResetTime from 10m -> 5m
Brings total possible radiation time from 15m -> 7m
Reduced monumentPuzzleResetRadiationAmount from 100 -> 3 (inner radiation sphere)
Fixed the outer smaller radiation area going straight to 10, it now ramps in like the inner sphere over time
Add IgnoreAboveGroundPlayers option to TriggerRadiation, uses the IsUnderground check on BaseEntity which won't work in some cases (like noclipping under the terrain). It's what we use for the equivalent check on the puzzle reset
If a PuzzleReset is set to ignoreAboveGroundPlayers it will now pass that along to it's radiation zone
Airfield will now ignore above ground players
Puzzles will now start counting time spent empty with rads active once any radiation is active, not just once radiation is fully activated
Don't send the puzzle reset warnings to players that are above ground on a monument set to ignore above ground players
monumentPuzzleResetWarnings is now on by default and saved
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true
Would need to relog to see the difference
Allow MeshLOD and RendererLOD components to use the occlusion culling system if they have a RendererBatch component but the RendererBatch won't work (eg. not marked r/w, too many tries, etc.)
When standing at the edge of trainyard or outpost and looking directly at a wall (when you would expect the majority of assets to cull) this seems to cull a huge amount of renderers
Compound goes from 4.4m tris and 1347 SetPass calls to 2.2m tris and 829 SetPass calls
Trainyard goes from 5.5m tris and 1538 SetPass calls to 1.8m tris and 726 SetPass calls
MeshCull seems to be working correctly on paper but still seems to be rendering when I would expect it to be culled, so there may be more gains to be had here
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game
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Remove GIbbable components from immortal NPC vending machines
Seems to cause some issue when loading a save in client+server mode
Setup mini fridge softcore corpse
Converted Minifridge to MeshLOD, match fridge LOD range
Fixed the AI boat triggers on the islands as well, S2P everything
Merge from floating_cities
Fixed death screen fade not working correctly in deep sea
Merge from naval_update/floating_cities
Fix boat avoid triggers on floating cities not marked as triggers, causing players to get yeeted out of every floating city at high speed
Added DynamicSafeZoneArea to floating cities, triggers the hostile top right warning indicator when close to the floating city