138,600 Commits over 4,324 Days - 1.34cph!
Fixed disable world prefabs pref not disabling for all paths
Added some logs to help solve the mystery of the missing deep sea portal
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Add RendererBatch to box conditional contents
Collision, gibs, prefab setup
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
Merge: from optim_jobs2_builddepchains
- Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better
Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
Add a temp hack for missing surface.GetScissorRect
Add some invalid handle checks to shadow rendering
Remove that unused code
Potential micro optimization for trace filter tables
Fix MSurf_MaterialSortID check being to aggressive perhaps
Minor cleanup
Fix last map not loading correctly if it's an addon map
Fix ghostship d still spawning 100% of the crates when the deep sea opens
Apartment complex b progress
Update(tests): adding Perf_BuildSnapshotDependencyChains
Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms).
Tests: ran perf test
Moved drop controller and hero modals warmup to the home tab warmup
Alternative fix for MSurf_MaterialSortID issue
merge from indirect_instancing
Fixed NRE and missing objects after toggling Indirect Instancing at runtime.
- Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead.
- Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later.
- Ignore empty LOD states everywhere it makes sense.
Update(tests): add BuildSnapshotDependencyChains unit tests
- DummyServer now automatically cleans up spawned entities in CleanTestState
Tests: ran unit tests
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Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
The main menu now instantiates its tabs, removed them from the menuui2 prefab
Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
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Maybe this time it will work
exported minicopter 3p idle anims and edited left hand ik target in entity
Probably fix Linux dedicated server build
Fix MSurf_MaterialSortID check being to aggressive perhaps
* Doesn't happen to me, so cant test if this actually fixes the issue
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
Clean: refactor some of unit tests
- take out DummyServer and move bot, player creation logic into it
- move out Measuring utils to it's own file
Tests: ran occlusiongroup tests, all pass
missed consolesystem commit for painting line tool
Added packet count flushing
merge cannon_fuse_burn to main
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
Skin pass for vagabond jacket
Fix cannon handle spinning due to buoyancy.
merge from
144620 failed merge
merge from storepage_boxes
Restore component box prefab
Tweaked cyclegameobject timing
Apply the door fix to the unused boat door
added RustRelay ArrayPool to print_arraypool
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels)
Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
Fixed loot not respawning on deep sea ghost ships