130,357 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
                
                
                
                
             
         
        
            
            
            
                
                Enable burying on seasonal weapons
                
                
                
                
             
         
        
            
            
            
                
                Enable burying for attachments (splitting this so its easier to subtract if needed)
                
                
                
                
             
         
        
            
            
            
                
                Defer hiding the loading screen until after returning to the menu scene
Fixes getting into a weird state when cancelling while waiting for asset scenes to load (they need to finish loading first)
                
                
                
                
             
         
        
            
            
            
                
                Enable burying on a set of weapons
                
                
                
                
             
         
        
            
            
            
                
                Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
                
                
                
                
             
         
        
            
            
            
                
                Don't try to return prefabs to the pool if the map is being unloaded
                
                
                
                
             
         
        
            
            
            
                
                Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                ▉▉▋▆▋ ▅█▉▄ ▊▄▅▌▌▆▆▅▍_▇▇▉▇▆▄_▆▉▆▅▇█▆/▇▊▋_▌▍▅█▊▉▍
                
                
                
                
             
         
        
            
            
            
                
                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