34,977 Commits over 4,293 Days - 0.34cph!
Instead of removing the shadow mask mode completely from the UI, it's now only disabled to ensure it doesn't break graphics presets
boatai_avoid_trigger_fix -> main
Removed shadow mask setting from the Graphics Settings menu as we don't use a shader mask in Rust as it's for baked lighting only
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Added a new Additional Mask Blend Settings section to the Standard shader's Detail Layer for further control over the detail mask's blending and UVs
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vclouds:
- cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down)
- don't reproject when taking a screenshot, render the full cloud image from scratch
- respect time.timescale
Merge from kinematic_asleep_magnet
Merge from dropped_item_optim
merge from indirect_instancing
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50cal_fullammo_spawn -> main
rhib_passenger_light_fix -> main
merge from deployer_vm_3p_fix
boat_planner_new_icons -> main
deepsea_disable_drone -> main
Merge: from useplayertasks_removegroupoccludee_nre
- Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct
Tests: various 2p scenarios - being close, far, outside of range, teleports
boatai_cleartarget_fix -> main
Fix pool leak in TimedExplosive
boatai_clartarget_fix -> main
Changed the names of the decal layer textures on the Standard shader to match the names used on the StandardWithTwoDecal shader as this is needed for the painting system to work correctly
Removed test cubes from CraggyIsland
merge from lifestory_snake_fix
Merge from standard_shader_decal_layers
Merge: from playerinventory_oncycle_optim
- Optim: iterate over cached items with OnCycle callback (instead of searching for them every time).
Tests: ran unit tests
boatai_targeting_bugs -> main
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fix handmade shell not having subtype for ammo indicators
S2P both oil rigs
Codegen
merge from naval_update
keep source on the oilrig scenes
Merge: from useplayertasks_removegroupoccludee_nre
- Optim: rewrote how we manage occlusion groups to reduce their overall number and added pooling
- Bugfix: UsePlayerUpdateJobs 2 - no longer send extra snapshots when players move across network grid
Tests: 2p on Craggy - tested all occlusion interactions(fly away-back, hide behind terrain, use helicopter). Tested moving across grid with disconnecting 2nd player and killing them, validated occlusion groups. Monitored pooling via print_memory ListHashSet
autoturret_improvements -> main
autoturret_improvements -> main
Blacklisted deep sea rhib and PT boat from auto turret tests
Merge from client_performance_session_fix
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turret_ai_dotproduct_fix -> main
boatai_singlegroup_attacks -> main
ptboat_mountedturret_improvements
Fix workshop player models not playing their animations.
boatai_leftover_logs_2 -> main
Merge: from triggerparentdelayedexit_optim
- Nothing, this just fixes merge history to avoid showing it as a non-merged branch
Tests: none, no files changed