200,985 Commits over 4,171 Days - 2.01cph!
fix cloud movement in timescaled demo
Persist SyncVar arguments from within components
merge from fix_newmenu_inventory_threadsafe
import settings on bulb models
Add CCTV-helper Admin Convars
SyncVars can now be used in EntityComponents
removed third material from bulbs
Update: BasePlayer.NetworkPositionTick now uses batched server occlusion
Tests: 2p session on Craggy with UsePlayerUpdateJobs 0 and 2. Saw a bug on disconnect, will fix next.
Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
Add generic method to iterate over a list with a set budget
Added container shells for farm area + LODs
Update: moving occlusion notification logic to it's own utility func
Realized I'll need it for the task-enabled SendNetworkPositions
Tests: none, trivial change
Merge from fogmethod1:
- Use old weather chance odds.
- Fixed fog having a wind value.
- Fixed overcast & rainheavy having too high a wind value.
- Slightly cooled the jungle haze color.
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Toned jungle yellowing (anti-blue) down 4%
Fixed an issue that was preventing spatial env volumes from rendering and prevented rendering to reflection probes in the new render pass wrapper
Fixed foggy weather having wind.
Update: change OcclusionLineOfSight interface to use (int, int) instead if deconstructed pairs
- Also fixed invalid allocator use for a native list - TempJob was wastefull
In the middle of writing SendNetworkPositions, and realized previous interface could be error prone
Tests: none, trivial change
Added a check to avoid creating a zero length compute buffer when rendering the spatial environment volumes
merge back fix for static field code gen.
Wait for a domain reload before generating code to make sure all fields are reset.
update to pilot rig cinematic
Updating deploy anim to fix shoulder issues
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session_text_fix -> new_menu2
Prevent header image from stretching in the session page
Ensure server title and logo changes properly on the session page
switched to just use cutout texture on bulbs
Update: starting work on batched BasePlayer.NetworkPositionTick
Doesn't do any batching/tasks yet, just preliminary clean of non-player logic. Goal is to batch underlying server occlusion
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
Fixing cinematic pilot suit skinning
merge from ambient_lighting_fixes
server_image_size_fix -> new_menu2
Ensure Server Image retains aspect ratio a bit better (no more cover fill) - should prevent parts of server images from being cut off or obscured
Added a wrapper to the SpatialEnvironmentVolumePass to make it work with both BiRP and RRP
fixed frontier hatched vm to use viewmodel camera
- moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it
updated m4 override controller/ entity and edited spas shotgun entity with 0 values on entity and weapon root
3p db shotgun reload sfx anim event
Added Tree and Deployed layers to horse grounded mask
Fixes horses ragdolling on planters and dead logs
Updated the Rust.RenderPipeline package to add support for custom render passes
fix_shockbyte_button -> main (changes were stomped)
Fix shockbyte button again