138,110 Commits over 4,352 Days - 1.32cph!
Make errors more see-through
Remove EggUpdater, replace with a PersistentObjectWorkQueue
Unsure how this is breaking in builds, at lteast this is a simpler approach
Error UI:
- Dont force uppercase
- Allow turning off amount object again
Ensure new error panels alpha is auto set to 1
Attempt to scroll auto complete when navigating
Prevent new error ui from autowiping its errors depending on alpha state
Autocomplete now shows in a scroll
Added an Attachment label, use this to populate the Icon Renderer
- Enter only intercepts if the user has navigated to a suggestion with the arrow keys. If they just typed a command and hit Enter directly, it submits as normal.
- Added a console command to test NRE's
Pressing enter on autocomplete entries submits them to the console input field
Add light/dark rows to the command list
Fix missing attachment slot on manager
Add ownership check to Picker
- Mark convars that are methods with [METHOD] in autocomplete + Command List
- Add a scrollbar to console
- Clamp command list scroll instead of elastic
- Refactor autocomplete logic - put it all in a single script
- Reposition auto completes so they go top to bottom now
Update attachment visibility if player changes perspective
Fix height sample double scaling
Add TerrainData static property on TerrainMeta
Remove the Terrain static property
Fix server nre
Add heightsampling method with terraindata
Simplify TerrainRenderer operations
Cache animation clip values on the RootMotionData class, access those instead of the direct animation clip at runtime
Strip all AI meshes from the server (including animations)
Merge from hackweek_server_mesh_cull
Added an editor test to check all mesh colliders on every prefab in the project for the r/w flag
This is going to be a trickier issue to debug now that non r/w meshes are being stripped from the server - in the past they would throw an error on startup which would make it easy to find offending meshes, but now they will just not collide with anything
Checks 4095 prefabs, takes about 10 minutes
Enabled r/w on 32 meshes, test passes
Commit 1/2 because of plastic
merge from store_steamdown_fix
Show store connection issue modal if GetItemDefinitionsWithPrices returned null
ignore .DS_Store in Rust.RenderPipeline git repo
Fixed easter eggs not rotating in demos
update player_preview prefab
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
Animation update for the changed shader.
More light updates and fixes.
Merge: from useplayerupdatejobs3/free_tasks
- New: fork of Cysharp/UniTask with less allocs
- Optim: reduce allocs around tasks in Jobs 3 mode
Tests: jobs3 on craggy with 2 players, built client and booted
More fixes and consistency changes.
Merge from viewmodel_early_disable_fix
Fix issues with viewmodels disappearing
Merge from tunnel_netgroup_fix
Increase tunnel layer threshold from -40 to -20 so more underground tunnels get network culled from the surface (and the opposite)
Restored ctrl tab to cycle through item list and vehicle list categories
Rerun s2p for launch site
merge from waterwheel_deployable
merge from autoconnect_menu_fix
Moved the autoconnect command line stuff to happen at the end of bootstrap init so the main menu doesnt explode
waterwheel fixes:
- added blocked warning when wearing incompatible clothes
- fix blockbuilding volumes
- fix rotation of manual use
- fix can pickup with player mounted
- add new protection asset, guns can damage now
merge from deployvolume_fixes
Fix fish trophy no longer placeable on walls
cinematic textures for hamster water wheel
merge from hatch_collider_fixes