192,393 Commits over 4,049 Days - 1.98cph!
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
Update: ListHashSet has it's own specialized static Compare method
- Replciated tests from ListExtensionTests for ListHashSet
Tests: ran unit tests
lower ziggurat terrain position in Z, then resculpted to meet the ground line
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Fixed warning spam when painting on a mesh without a uv2 channel
Use entity display name from PrefabInformation component for Rust+ death notification if available
Merge from GetCurrentUndergroundLayer_nre_fix
Speculative MapView.GetCurrentUndergroundLayer NRE fix
Snake loco fx WIP & related files.
Remove Facepunch.Editor reference
Fixed outbreak sprayer item id
Remove dismount handling on VineMountable
Slight collider tweak to fix some deadspots for resource gathering on vine tree
More work on handling player movement properly when a vine tree is destroyed
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Another distance interaction fix
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
Include vehicle detailed layer in vine dismount check
Fixed blurry spraycan sprays.
Applied lighting to Ziggurat A.
S2P
(Small trigger code bug exists on Asana)
Fixed a couple of inverted triggers.
Renamed new lighting prefab.
Added occluders to Ziggurat lighting.
Deleted the old lighting prefab.
Train tunnel entrance bunker terrain anchor fixes
merge from underwater-effects
- color space fixup
- fix water line lighting, have color+reflection match the water surface
- remove old stuff
Eliminate more branch differences
Fix close button not doing anything for +showvprof
Eliminate more branch differences
Fix close button not doing anything for +showvprof
Optim: List.Compare now uses pooled hashsets instead of hashing-and-sorting
2x faster. Now, just need to see if I can get rid of these remaining allocs (just 4 per stable run)
Tests: unit tests
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Improved kapok billboard textures / added gradients to mimic shadows
Initial setup work
Viewmodel items can run Conditional logic on ViewModel clothing script, occupying certain slots and looking for conflicts
lerp according to cam velocity, add refraction to river surface
Polish pass on camera animations for a selection of weapons
v vineswing anim wip and exported v vineswing rig with extra leaf bones added
Remove unnecessary changes to ConCommandBase
Improved kapok_a and kapok_a_stump colliders
Fixed broken scaling on the stump collider
don't lerp underwater params if we started outside of water or on first initialization
updated 3p vine swing anim