138,609 Commits over 4,352 Days - 1.33cph!
Fix missing HasFlag swaps
new mocap for shrug, thumbs up and thumbs down updated
add convars for: disabling completely, area radius, duration, # of successes until overfished
merge from new_console-ui
merge from render_pipeline_testing
Fixed double select none buttons in the tools tab
exported/setup M16a2 3p anims, set up overide controller and entity. Set holster/backpack and attachment positons
Start breaking apart LimitedTurnNavAgent and moving its functionnality to the shared rust nav agent
merge from hasflag_replacement
merge from new_console-ui
Fixed loadouts not loading in non debug builds
Clean(tests): rename DummyServer -> TestServer
Tests: compiles
RidableHorse.prefab really wants to be reserialized
Fixed text layout issues in auto complete buttons when increasing console text size
Fixed auto complete still visible after closing the console
Clean(tests): consolidate various test entities/systems
Tests: none, going to happen later
FlexVirtualScroll can now use GameObjectRef
Use refs when spawning UGC stubs, hopefully fixes the engineui2_serveradmin_ugcplayerhistoryentry error
rust_relay_server -> main
main -> rust_relay_server merge
offset packetType by lowestUserPacket
Can copy error by clicking on them
Clean(tests): Move test utilities to Tests and Tests.Perf namespaces
- replaced manual measurement loops with Test.Perf.MeasureAndPrint
Tests: none, leaving till later
Replace PoolAnalyzer -> CodeAnalyzer
- apply HasFlag -> bitwise change across codebase
merge from render_pipeline_testing
probable fix for flickering fog
Fixed open folder button showing out of editor
I was hiding the 'save current loadout' button instead.....
merge from waterwheel_deployable
Increased the error overlay size, reduced the max amount of entries
Added close buttons to the error overlay
Fixed fade out taking more time than expected
Drain calories and hydration while running, when too low on calories prevent running on the wheel with a toast to show reason
nice new shiny store icon for egg suit
Switched yellow panels mat on Kiosk A to rentable shop specific one, and enabled blends. Added ms map. Deleted now obsolete blockout meshes. Added some offset to trims in Kiosk A.
Merge: from dynamic_object_work_queue_shrinking
- Optim: ObjectWorkQueues now shrink to larger capacities overtime
Tests: procgen map, ensured outpost turrets still tracked and fired at me
Update: debug.printqueues now also prints queue capacity
Tests: printed queues while being blasted by turrets
some splats tweaks
polished the roof hatch look a bit
more decals on roof walls
Optim: ObjectWorkQueue now shrinks to dynamically adjusted minimal capacity instead of 0
- explicitly calling Clear resets the state back to inital 256 capacity
Grows capacity by 10% every minute if 60 overcapacity events have been recorded. This should eliminate allocations for bursty workloads in long term.
Tests: visited outpost, got blasted by turrets
Edited mount positions for various chairs
store icon and steam images for rustige egg amethyst
merge from new_console-ui
Added a ConVar and a multi-compile for toggling cached shadow maps