147,278 Commits over 4,444 Days - 1.38cph!
Clean: refactor ConnectedPlayersUpdate into batched blocks
Makes it easier to see at a glance where our time is spent in profiling snapshots
Tests: ran around on craggy
Update Rust.CodeAnalyzer - bring back .editorconfig list as a secondary way of marking methods as non caching - fall back to allow tagging unity / third party methods that we can't easily add the attribute to, like GameObject.GetComponentsInChildren<T>(List<T>)
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Add SatelliteRenderProxy to fake render the satellite model when it is out of draw distance.
Remove lods from FX.
Delete old satellite billboard prefab. (now contained in satellite itself)
Merge from BDU_set_and_bowless_phys_impact_fix
Remove some lods from satellite for now
Glass AR - split worldmodel FBX, fixed wm magazine LODs, added mag to viewmodel prefab for testing
merge from inventory_playerquality
Added ui.inventoryplayerquality to controls the quality of the player preview in the inventory. Set to 1 by default, matches what we had before the player model update
Added it to the options menu, tied to the graphics presets too
Add satellite.descent_angle to control entry angle.
Push satellite origin further out x,z so it moves through the sky more horizontally.
Added .gitattributes file for RRP repo
wip, stage 1 now slowly moves through the sky at extreme distance (but rendered as a tiny, close billboard) before switching the stage 2 model display and crash to ground.
Converted debug pass line endings from CRLF to LF
merge from attachment_charms
Select attachment -> Select accessory
Fixed all charms not rendering unless close to world origin (removed the culling components, unnecessary for viewmodel prefabs)
Apply amount clamping in the vending machine purchase UI on value changed instead of end edit to match how it was before the ui refresh
Fixed path warning when opening the charms picker
Fixed charms picker background dismisser not closing the dialog
Fix 4 pool leaks that got flagged
Move the attribute to Facepunch.System so it can be used in more places
Apply it to 42 more suitable methods across the project
apartment wing prefab - all sentries placed
Added bloom clamp, diffusion, and dirt texture for the RRP bloom
Fix null texture warning when switching between AO apply options
monument blocker - vent -- adding collision for every stage
Fix motionvectors in AO apply pass
Fix temporal blending issues
Fixed VM stats not working on rentable shops
Fixed not being able to buy things from rentable shops due to distance hecks
Add signage.adminscanalwaysupdatesigns replicated convar, controls the previously hardcoded behaviour of admins always being able to modify signs regardless of locks, build status, etc (made testing permisisons harder)
Fixed the sign attached to rentable shops being editable when the shop is closed
Fixed the sign attached to rentable shops being editable after using the randomise shop owner convar
- Make CardReader, ElectricSwitch and ElectricGenerator powergrid entities to give them the option to only passthrough power if there is an online powergrid. Enables setting up puzzles which depend on the powergrid
- Improve how powergrid IO access points were handling changes in available power
- Don't add entities with "require powergrid" disabled to the list of powergrid entities to update
Merge from PlayerRigUpdate2 (snowmobile/bike reaction layer refactor, no player facing changes)
Delete PlayerModelReactionEnded state machine component
Remove React layer from player animator, now handled entirely by sub systems
Remove 3 associated parameters
Fixed pelvis movement on low react weights
Call BaseEntity.Query.Server.Remove() earlier inside DoServerDestroy so if it does throw an NRE later in OnServerDestroy it's still removed from the lookup grid
Fix BaseEntity.Query not checking if the entity is null / destroyed (to prevent entities that fail to be destroyed from breaking queries)
Merge from voice_delay_fix_attempt_2
Flip around the position and data increment
Remove client.SetPlayerSeed convar (duplicate of client.playerseed command)