127,178 Commits over 4,109 Days - 1.29cph!
Fixed material / memory leak from mining quarries
Removed TransformEx.FindChildren since it's super inefficient and now unused
Disabled PlanterBox, EmissionToggle, LaserBea, FlashlightBeam and VendingMachineScreen material adjustments since they were all leaking materials / memory
RenderInfo debug tool no longer duplicates materials when called
new layer for vehicle movement
vehicle speed zones
Supermarket shelves prefab / supermarket dressing and scene setup
More work on improving navmesh links.
Supermarket floor and wall damage
bradley kills people when it hits them at high velocity
better speed zone obedience
bradley aims at chest/head instead of feet with coax
proper collision with bradley and players/c4/rockets
gas station final exterior meshes - LODs/COLs
Optimized MaterialColorLerp
Tweaked EntityLink default capacity
gas station final interior mesh - LODs/COLs
scene update
Added packed version of rust/std-terrainblend
Packed rock _cliffs_atlas and road_ground_layer (dependencies)
Added keyword for biome mask texture + added to mats using it + updated shaders
Split some rock occlusion from diffuse (terrainblend now uses separate) + updated mats
More work on Navmesh Links.
Enabled biome tint on lowest high external lod (no mask)
Updated multiple descriptions
Phrases
Eliminated GC allocs from BaseEntity.UpdateParenting
Removed AttachToBone (unused, inefficient)
Viewmodel attachments use Model.FindBone instead of Transform.FindChildRecursive (more efficient since cached)
Reduced or eliminated GC allocations from Transform.FindChildRecursive (only used by UI)
Supermarket COL/LODs/prefabs
Supermarket progress / loots spawn placement / general polish
fixed heli/bradley gibs being difficult to harvest
rockets now damage bradley
bradley uses foot position for vision check as well
enabled main cannon on bradley
fixed rocket trails disappearing before fading out for all rockets
manifest /codegen
removed log files
fixed blurry debris from heli explosion
fixed holosight blurryness with motionblur
bradley now spawns at launchsite, broken af
protocol++
fixed NRE when killed by bradley
bradley stops shooting dead players
bradley target range increased
Bradley target added when damage received
finished most pathing at launchsite for bradley
Optimized water and screen blur overlays
Added centralized ImageEffectComposite to replace redirects and ensure low bandwidth ops
Added ImageEffectTransformsToLDR to ImageEffectComposite (works if final)
Added explicit sort order to ImageEffectLayer
Moved tonemapping + fxaa + sharpen and vignette to overlays (move back on 5.6.2+)
Fixed/improved ImageEffectComposite handling of single effect
Cleaner pathing
See if nodes can see target by checking main turret height at node
Intelligent target sorting
respawn server convar for testing
Ensure EffectRecycle doesn't invoke Recycle more than once when onParentDestroyed is DetachWaitDestroy and playMode is Once (heli explosion fix)
Fixed material / memory leak in Bradley TreadAnimator component
Reduced sky brightness slightly