123,595 Commits over 4,171 Days - 1.23cph!
Optim: avoid player's world transform querying and use cached pos instead
Hoping it'll help reduce the 50% self time of ServerUpdateParallel on 200pop server
Tests: none, trivial change
black box meshlod culls at 60 instead of 100 to mirror parent wood box
merge back domain reload exception fix.
created black-box-deploy sound effect and assigned to black box deploy effect. Also fixed engine.jason saying "flight recorder box" when it should say "black box" (again)
Fix domain reload exception while a debugger is attached.
Optim: OcclusionCache store sorted pairs
- Don't store SubGrids in the cache, just their indices - saves a bit of mem
Allows to double the effective capacity of the cache
Tests: 2 player session in editor with occlusion behind the hill
Orientable spotlight setup
Polished the client movements, used a damped spring
scene2prefab millitary_tunnel_1
adjusted volumes near chimney entrance
fix invisible 2D cloud layer
R/W for 2 more obscure meshes
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
- Fix npc looking straight at player instead of using overrideDirection when it's supplied (only an issue on client), required refactor of NPCs networking
- Fix compile errors
Abyss Storage - Improved adaptors, hopper and storage monitor positions for both variants (mostly horizontal storage), fixed seaweed material on vertical variant
media_capture_backgroundvideo -> main
Convar to skip the current menu background video
Fix pilot helmet lod weirdness (on mounted trophy and normal prefab)
Rename 'rust+' button 'pairing'
Ensure Rust+ button has a hover effect
Ensure streamer mode works for server titles in play
Disable srgb on a couple of pilot hazmat ao/metal textures
Enable helmet variation randomisation
Make header box less transparent
Disable the 'background' on the session modal connection window
merge project generation improvements:
- solutions now build with project generation enabled
- separate configuration for Client/Server rebuilds
- client/server dependency generation - kinda half working, the solution still doesn't pick this up properly.
Pilot Ejector Seat - Added bottom backface and fixed bottom collider
M15 Pistol - Added emissive to world model (now in the right branch)
Prefabbed up farm barge area of level
Clean: Move all of the player server occlusion logic to it's own file
- Removed now resolved TODOs
Now that it has both task and serial modes of operation, it takes too much space in server partition file.
Tests: compiles in CLIENT+SERVER editor
Set dressing to bar area of food market
subtractive merge from
127834 - shouldnt be on main
M15 Pistol - Added emissive to world model
Update: use ConcurrentDictionary for BasePlayer.lastPlayerVisibility
Trying the simplest approach first, lets see how it scales on release pop.
Tests: 2 player local session with occlusion culling de-/spawning player
Improvised walkways progress
Reduced AO intensity on market container mat
Changed FOOD mesh decal to deferred decal. Added hanging fish asset + LODs, COL. Changed food market gate to static prefab.
ResetStaticFields on BuildingManager
Codegen
corrected solid capsule gizmo render position (still just draws two spheres though)
naval_update -> scientist_rhib
Onbly show the tutorial button if the connected server has a tutorial available
Try and use higher LODs in 2 cases
Enabled R/W on 31 meshes used by particle systems to fix warnings
Added a fix the to environment volume rendering when changing the type to include/exclude SpatiallyAware