155,607 Commits over 4,536 Days - 1.43cph!
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max)
- falls back to recursive if the cache misses
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup
Tests: reloadmap didn't generate errors
TestLivestockHome cleanup
fix water reflection probe funkiness when using the chippy arcade machine in RRP
▌▍▍▌▅▉▅▉ ▆▍▊▌▄▍▄▋▍ █▋▋▍ ▋▉▄▍▅▋
Added static prop versions of blue computer terminals. Added collision for Small Random Room J
improved monument placement - 13s faster
- split tier check out to early exit as a first check and water check to run at the end
- let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
merge from render_pipeline_testing (fixes)
Milky Healing Tea 112 > 100 healing, currently cant have more than 100 pending health anyway
replaced topology query job with direct call into burst compiled code via blittable UnsafeList<T>, the tiny job runbyref overhead adds up with the amount of queries we make
- shaves another 22s off, which is ridiculous
fix volumetric fog shadows not working in RRP
optimize the flash beams too, they share the same shader as lasers.
Excluded some benchmark tests from CI
Bugfix: avoid local client player being destroyed during scene switch
also trying scene loading to happen if already in the same scene, but breaks a bunch of stuff
Tests: reloadmap, no longer seeing one of breadcrumb errors, can see legs and move
▌▇▊▋▉▍▊▍▍▍ ▊▄▍▅▋▍▄▊▆▇▇▄ ▇▇▄ ▍█▍▅▉▅▄█▇ ▌▌▆▅▉▋▆▍█ ▋█▉▋▍▆▊▇█▌▅ ▍▌▍▆ ▊▊ █▊▌█▋
Added an editor test to check the store doesnt use mp4 videos because looks like I can't check a video extension myself
Fixed the contact images being too dark on RRP
Halloween Wallpapers - texture updates
Updated instrument dlc video (was mp4)
Removed some old mp4 refs in prefabs
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned
Merge from rust_render_pipeline
Fix garage doors blocking navmesh above them when closed
Rebalance how much food livestock needs (stomped Jarry halving the amount with a previous fix)
merge from critter_animals
fix turtle error log
- swimming NPCs no longer pause their navmeshagent, the agent is disabled but required on the prefab for other dependencies
Fix pooling bugs causing crabs and jellyfish to often be invisible
Fix dialogue for purchasing calves appearing to be successful with insufficient scrap
Fixed cargoship lighting regression.
Adult animals get two ropes like the horses
Rope ends off camera
Applied rope fixes to horses as well
Updated plague doctor store page media (video + one screenshot)
Updated jungle pack store page video (was a mp4)
Livestock vendor now says how much wool you need when you don't have enough wool to sell
More halter meshes for calf and bull
Updated lead interaction icon
Bugfix: fix invalid isLoading state when reloading map
Copy paste mistake
Tests: able to control camera after reloadmap
If doing the underwater labs mission in a team, activating a boombox counts towards team members objective progress if they are currently in the same underwater lab
Change TerrainPath.FindClosest to use SqrMagnitude2D instead of Distance2D
merge from erosion_optim - ~22s faster on a 4000 map, overall savings now ~67s or ~18%
Prevent wild livestock from dying from hunger etc
Prevent wild livestock from dying from unmet needs (floor to 50% hp)
Fix `ent scale` not working immediately for certain entities and you had to leave network range for it to apply - it was gated behind !ShouldLerp()
Fix `ent scale default` disabling scale networking before resetting the scale, so it didnt replicate the reset
Slight cleanup
Fixed the tin can alarm wire being missing from RRP
removing unnecessary files
Add standalone lever-action rifle test item and viewmodel, with adjusted hand alignment and initial ADS sight markers.
Blockout mesh.
merge from main -> base_occlusion