128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                (subtract) to get the right value
                
                
                
                
             
         
        
            
            
            
                
                Implemented store DLC tab, wired the dlc overlay pages
                
                
                
                
             
         
        
            
            
            
                
                Calculate a better Y placement height
Set all snapping casts to have a maximum of 1 unit
                
                
                
                
             
         
        
            
            
            
                
                New user-bindable marker commands:
- `buttons.markcurrentpos` to place a marker at the players position on the map
- `buttons.clearmarkers` to clear all map markers
                
                
                
                
             
         
        
            
            
            
                
                Reverted 
123230 "merge from session_analytics", needs more work
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE from party menu trying to render when opening DM menu in chat
                
                
                
                
             
         
        
            
            
            
                
                Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets)
Make LevelManager safer to use with overlapping async operations by queuing them internally
Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded
Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene
Load asset scenes in parallel
                
                
                
                
             
         
        
            
            
            
                
                correct default max brightness
                
                
                
                
             
         
        
            
            
            
                
                smooth out abrupt fog/lighting change when going underground
                
                
                
                
             
         
        
            
            
            
                
                - Fixed invisible objects due to state information ending up wrong in the prefab pool
- Fixed method ambiguity build error in BufferList
- Merged aggressiveShadowLod optimisation into InstancedLODComponent
- Allow RendererLOD collapsing when instancing is enabled
- Added stats about fallback rendering to indirect instancing diagnostics
- Fixed shadow proxy detection
- Avoid leaking memory by actually destroying monster meshes before recreating them
                
                
                
                
             
         
        
            
            
            
                
                Re-enabled instancing for the Nature/Cliff shaders
                
                
                
                
             
         
        
            
            
            
                
                Clean: Refactor free-slot searching logic
Hope is to make it harder to mess up index calculation when writing more code of this style
Tests: GamePhys unit tests + projectile consistency unit test
                
                
                
                
             
         
        
            
            
            
                
                Added extra sanity checks to projectile consistency testing
                
                
                
                
             
         
        
            
            
            
                
                Moved the storage monitor socket on the horizontal barrel to prevent placement error with hopper, also prevents them clipping into each other if you place hopper first.
                
                
                
                
             
         
        
            
            
            
                
                patrol_heli_revision_fixes -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix strafe think NRE
Remove logs
                
                
                
                
             
         
        
            
            
            
                
                Tests: GamePhysics.TraceRrays and TraceSpheres coverage
Wasn't covered previously which led a bug slip in. But has already been fixed.
Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed
                
                
                
                
             
         
        
            
            
            
                
                Update connect modal design
                
                
                
                
             
         
        
            
            
            
                
                patrol_heli_revision_fixes -> main
                
                
                
                
             
         
        
            
            
            
                
                Fixed weird recursive patrol -> orbit state issues
Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
                
                
                
                
             
         
        
        
            
            
            
                
                Added a button to reset the timescale to 1 in the Rust Editor window
Also added a new menu item to open that window: Tools/Rust Editor
                
                
                
                
             
         
        
            
            
            
                
                added missing effects update on batched projectiles and retiring into the prefab pool
                
                
                
                
             
         
        
            
            
            
                
                Fixed argument mismatch on one of the auto turret tests
                
                
                
                
             
         
        
            
            
            
                
                clear static test field in pet-test teardown
                
                
                
                
             
         
        
        
            
            
            
                
                Resolved auto turret merge conflicts
                
                
                
                
             
         
        
            
            
            
                
                Clean: simplify previous bugfix
Tests: ran the unit test
                
                
                
                
             
         
        
            
            
            
                
                Update: Projectile.TestConsistency now checks for number of phys commands issued
Tests: unit test passes
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result
Tests: consistency unit test now passes
                
                
                
                
             
         
        
            
            
            
                
                ▋▄▍▄▉ ▆▉▉▌▆ █▋▇▆▇▋▄▇▅ ▌▅▌▌▌▊▄▇ ▅▋▄▄ ▆▋▍▇▌▊ ▋▌▅▍▍▋▍▅ ██ ▋▍▋▍▌ ▄▊▍, ▍▆ ▅██▌ ▇▋ ▌▅▆▍█-▍▉▅▆█▄▍ ▅▄▌▋▅▉▉▆▄ ▄▅▆ ▄▍ ▇▉ █▇▇ ▆▉ ▅▍▌▌█▄
- ▌█▉▊█▍▋▋▌█ █▆▍▆▅▋▋▄ ▍▌ █▉▍▊ ▍ ▄▋▇▄▅ (▄▌ ▋█▋▋ ██▋▆▇ ▆▉▅▄▄█▍ ▇█) ▅▋▍▉ ▊▇█ ▍▋▇▆█-▋▋█▊▉█▉▇ ▆▇▆▊▉▆▄ ▋▉▌ ▊▌ ▍▊▍▆▍ ▅▋▇▇▉▊▇ ▄▌ ▉▋▋ █▉▍▇▍▆ ▌▉▆▍█▇▊▇▌▋▇ █▄▋ ▅▊▇▊▆ ▄▊ ▊▌ ▊▊▋▆▄▅ ▇▊█▄█▄▋ ▊▆▇▄▊<->▅▋▊▊█ █▍▉▋▅▆▅▌▉
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: TestProjectileEntity now works in C+S
Tests: ran the previously failing unit test
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet
Also noticed serial test vs entity is failing - will fix next
Tests: single-projectile-batch test passes, but the whole batch fails
                
                
                
                
             
         
        
            
            
            
                
                Dont try and flee to a monument if you're already inside one (improved)
                
                
                
                
             
         
        
            
            
            
                
                - Have scientist aim up and down instead of only horizontally (only visual)
- Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
                
                
                
                
             
         
        
            
            
            
                
                Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
                
                
                
                
             
         
        
            
            
            
                
                updated the diy hammock from blockout to finalised mesh and textures
                
                
                
                
             
         
        
            
            
            
                
                merge from main (AutoTurret.Server conflicts)
                
                
                
                
             
         
        
            
            
            
                
                Restored UIBackgroundBlur-IngameMenu mat
                
                
                
                
             
         
        
        
            
            
            
                
                Update: ProjectileTests.TestConsistency - debug code to isolate projectile
Still fails on 520, but now with different results(proj moves, but different height).
Tests: ran unit test - fails (expected)
                
                
                
                
             
         
        
            
            
            
                
                Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test
- Removed old serial validation logic
- Renamed PerfSerial test to Performance (since it also runs batched variation)
Detects an issue currently, investigating.
Tests: ran the new test - fails (kind of expected, but still suspicious)
                
                
                
                
             
         
        
            
            
            
                
                Use plane height for random restricted patrol size destinations and flee positions
                
                
                
                
             
         
        
            
            
            
                
                fixed abyss skin item def being null (wrong reference name)
                
                
                
                
             
         
        
            
            
            
                
                Fixed store overlay cart button styling when the pack is owned
                
                
                
                
             
         
        
            
            
            
                
                rebake CraggyIsland water and height maps - resolves "water holes"
                
                
                
                
             
         
        
            
            
            
                
                Store overlay pages auto cycling
                
                
                
                
             
         
        
        
            
            
            
                
                merge from autoturret_optim (fixes)
                
                
                
                
             
         
        
            
            
            
                
                Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.