128,013 Commits over 4,201 Days - 1.27cph!
initial engine forces
- steering derived force direction
- separate convar for position influence, much weaker than sails
improving culling selection on medical barge for reduced popping
Restore broken Desert_Dwelling_double_A.prefab corrupted in
122570 on scientist_iteration branch.
Fixes it randomly preventing server startup when trying to be spawned by abandoned military base
improving culling selection on supplies and prison barge for reduced popping
Engine basic functionality but no forces applied yet.
Fixed entrance portal buoys spawning out of valid bounds
model refresh for the medical syringe
textures and material
(new folder - kept old so can be replaced)
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
PTBoat script handles loot spawning rather than the spawner itself
This means console command spawned boats will spawn their loot properly
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
Merge: from baseplayer_vis_nre
- fixed false positive logging, better logs
Tests: built standalone and connected to staging server - no extra errors on connect
Update: move breadcrumbs a bit to get better callstack
- eliminated a false-positive
Tests: built standalone and connected to staging - no more error logs on connect to server
initial Terrain_WaterHeight separation and dummy data for both
Rust 12th Birthday Cake - Created optimized mesh LODS for world model and viewmodel. Updated projectile, wm prefabs.
Fixed deep sea exit portal not working
Removed obsolete tags from floating walkway kits
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
Removed the random GiveUp text ddraw randomly telling me to give up in editor
Fixed IsInsideInnerBounds returning false when in the deep sea
Added Spike trap model component
reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping
raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise)
added a regular props_culled culling group for props on the outside to cull like other barges
re-organised prefab categories to be in line with other barges hierarchies
added some polygon surfaces inside the casino floors to help with automatic culling of objects below
Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
Casino structure prefabs: ensured world layer on mesh object
converted renderers to use MeshLOD when possible
RendererBatch added where it makes sense
Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
merge from boatspawner_nudge_fix
▌█▇▉▆ ▋▅▍▇ █▍█▇▆▇▇▇▉_▍▍▌█_▊▄▊
merge from iceberg_icesheet_barricade_fix
Fix typo in CommandBuffer.EndSample() name
floating_city_casino signs prefabs layers, missing mesh cull
Rust 12th Birthday Cake - Added subsurface profile bind to the world model prefab mesh.
Start with simple culling of frustum planes on main thread
- cuts command buffer from 0.40ms -> 0.10ms (0.20ms on 2.5km render range?), increases creation of CommandBuffer from 0.10ms -> 0.13ms
- add more profiler samples
Add sample names to the FillCommandBuffer_Depth CommandBuffer so you can see how long the WaterCamera part of the command buffer takes and how long specifically for lakes and rivers to render
Added SkinnedMeshBaker to player model, switches to a non skinned mesh at 10m (obviously too low but good for a/b testing)
Added graphics.bakedSkinnedMeshes and graphics.RefreshAllAnimatorLods convars for testing
Seems to save about 0.6ms/frame in an isolated bandit town
AnimatorLOD now has a BakedSkinnedMesh field, if assigned the skinned mesh will be baked and the LOD will switch to that renderer when the animator is disabled
Remove all Linq usage in PlayerModel (not really related to this task but should help garbage)
Subtract
133193 (cinematic_play_fallback)
Merge from naval_update/floating_cities
Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless
S2P floating city 1+2+3