198,789 Commits over 4,140 Days - 2.00cph!
Store, home styling improvements
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
Fixed rust logo button not going back to home
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces
- GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
Fixed crate names vanishing after switching language
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
Removed old store convars
Fixed some layout issues with material names in steam inv screen
Fixed settings menu search returning disabled options
Added last remaining COL meshes for floating walkway
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
Fixed skin viewer never loading skins when not connected to a server
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
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adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
inventory scroll bar fix for the 84th time
Clean up the homepage, and header navigation
merge from nametag_clipping_fix
Merge from fishing_village_a_door_fix
Marked the red door leading into the vehicle purchase building at fishing village a always openable, previously was blocked on servers first boot and would be openable after server restart
Added Rocks, cliffs, iceberg
Enabled some craggy items
Merge from NormalizedTapeUsed_nre
Fixed possible NRE when recording a cassette (NormalizedTapeUsed)
Merge from project_generation
Merge from trimmed_asset_warmup/scene_warmup
Fix prefabs in asset scenes having the full path as their name (some code depends on it just being the filename)
Road collliders
Painted road and roadside
Bakes
Merge from digestion_tea_sync
Player modifiers now respect time scale
Fixed a typo in Protobuf.Modifier
Player modifiers now tick with a double instead of a float, should be more reliable on long server uptimes
Add editor for SH Baker, restructure for AO options, clean up redundant code, add SHDO debug option and intensity slider for foliage material, use a fixed distance and take min shadow for shadow fade/blending, use transmission channel bits for SHDO instead of AO channel.
Fix assertion failure in TerrainCollisionTrigger.OnDisable
Fix NRE in ESPCanvas.Update on disconnect
Fix monument (world) prefabs missing after disconnect and reconnect
Terrain painting progress
Merge from hardore_refresh
Fixed loot spawns not properly getting filtered by game mode restrictions
Settings:
- Fixed dropdown not closeable
- Fixed some missing loc
- Reset scroll when switching tabs
- Dropdowns now show the selected item