6,776 Commits over 851 Days - 0.33cph!
merge from selectionhistorywindow_optims (editor only)
Fixed selection history window keeping all history loaded in memory as live objects. We now use paths and instance ids and only resolve the object when necessary
These objects were never released after a domain reload or a UnloadUnusedAssets call
This was the cause for gizmo toggling taking 1min+ and probably a bunch of other issues
Auto give rocket launcher and rockets + infinite ammo when starting to record
Added ddraws on hit building blocks
Added electric furnace to render scene
merge from steaminventory_newitem_fix
Fixed new items just bought not showing in your steam inventory (was only working in debug builds)
Moved HotReloadSettings.asset to an editor folder
Suppress all the shader error/warning logs on server startup
merge from electricfurnace_emission_fix
Fixed missing script warning spam when starting a server, caused by the new automated tests classes
EmissionToggle now refreshes its MPB after a material swap, it implements ICustomMaterialReplacer
Fixes electric furnaces emission issues after loading a skin
Mega hack to bypass the PlayerUpdateCanvases call when unity renders the realtime cubemap, saving some time wasted on UI for nothing
merge from automated_testing
Fixed automated test prefabs being shipped to the client bundles
merge from deepsea_loot_balance
Rewrote the AI generated deep sea convar descriptions because holy yapping
merge from deepsea_loot_balance
Tweaked deepsea rhibs loot, less guns, removed the common scientist loot (pickaxe, green card, flares)
Fixed deep sea sulfur ore fields respawning metal
First pass of a raiding test recorder
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Fixed horse spamming CLIENT_HorseUpdate rpc to every clients in range constantly
It was supposed to run only when necessary
merge from f1tools_demo_fix
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu
We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
Fixed F1 menu tools tab not showing in demos
NRE fix for UI_Store.OnWarmupPage when the manifest is null
merge from store_nre_fix2
Fixed TestRunnerWindow error when opening foldouts
CTRL + Click on an asset path parameter pings the asset in the project window
Added to right click context menu too
Better logging on RustTestFixture::SpawnEntity
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Removed old AiManagedAgent class, old and useless
Subtracted
150385
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs
Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
Updated seismic sensor levels:
- Mortar Shell: 2
- Fragmentation Mortar Shell: 1
- Cannonball: 1
Fixed OOB error on testscenario_rocketsplash5_turretpod
merge from automated_testing
merge from automated_testing/export_optims
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s
Same for allBaseCombatEntityPrefabs - 4s -> 300ms
+ some micro optims in other tests