12,749 Commits over 2,315 Days - 0.23cph!
Removed a pile of trash bags inside the casino barge, wasn't visible
Culling volume NRE fix
Merge from floating_cities
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up
Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay
Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case
Cleanup
Recalculate final position of line for outputs (still need inputs)
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
Don't run two cameras, it confuses the viewmodel camera system. Instead use one camera and reposition it to match the orbit camera, this matches the regular game behaviour of switching between the game camera and debug cam
Marked some button lists as non static so domain reloads can be disabled, still has some issues
Fixed the alignment and size of all the tropical island map markers
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
Possibly fixed MeshCull objects not being affected by occlusion culling
Culling.env is no longer admin only
Added culling.skinnedRenderers, controls the player/animals culling system
Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
Don't allow the deep sea terrain config to load if the player is in the tutorial
Cherry pick
136869 to expose bake heightmap shortcut, useful outside of hackweeks
Fixed missing ghost ship map marker
Merge from fog_multithread_fix
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
Expose shortcut Terrain/Bake Heightmap in shortcuts window
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Strip PropRenderer from spawned objects
Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach
Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though)
Would still need some bespoke handling for HideDuringRender usages, likely via a new component
Forgot to commit changes from yesterday, added a score HUD
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Show on the item info panel if data can't be redeemed
Add data spawns to all of the loot spawners
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Fixed players being killed on save/load
Update clan data immediately when score changes
Allow data to be stacked up to 5
Add small and medium data items
Insert a medium data item into a players corpse if killed by someone on the opposite clan
Boilerplate loot item and deposit entity
Fix NRE when in build priv zone
Initialise the game mode after the clan system is started in Bootstrap
Switched team system over to clan system
Alow tech trees to declare their own name
Fix position of snow jacket
Got building working at Team B monument
WIP auth support for team build zones, not working yet
Each team has their own spawn beach
Create game mode, create two teams on start and auto add new players to the lowest pop team