130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Fix query vis job runner not ignoring terrain holes.
                
                
                
                
             
         
        
            
            
            
                
                Undo vphysics changes
Limit static prop counts to save values for now
Fixed regression in gmod_camera
                
                
                
                
             
         
        
            
            
            
                
                Chandelier raise/lower interaction priotity logic
                
                
                
                
             
         
        
        
            
            
            
                
                Update: slightly more landscaping
Tests: none, trivial changes
                
                
                
                
             
         
        
            
            
            
                
                merge from projectiled_batched_demo_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from background_flickering_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from tutorial_video_fix_2
                
                
                
                
             
         
        
            
            
            
                
                Merge from ./command_buffer_indirect because I'm stupid
                
                
                
                
             
         
        
            
            
            
                
                Revert model importers and materials to the state they have on /main
                
                
                
                
             
         
        
            
            
            
                
                 merge from steaminventory_price_fix
                
                
                
                
             
         
        
            
            
            
                
                 merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
                
                
                
                
             
         
        
            
            
            
                
                (WIP) SIMD frustum culling implementation
                
                
                
                
             
         
        
            
            
            
                
                 merge from vanilla_techtree_fix
                
                
                
                
             
         
        
            
            
            
                
                Update: being brave and replacing an if-continue with an assert
Tests: none, read through code to confirm it should hold
                
                
                
                
             
         
        
            
            
            
                
                Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
                
                
                
                
             
         
        
            
            
            
                
                reduce the amount of smoke, lower volume of sfx
                
                
                
                
             
         
        
            
            
            
                
                Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                Chandelier progress
Prefab tweaks
                
                
                
                
             
         
        
            
            
            
                
                Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
                
                
                
                
             
         
        
            
            
            
                
                Update: start on BasePlayer.ConnectedPlayersUpdate
- Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling
- Annotated potential loops to optimize/offload
- Removed dead IsReceivingSnapshot check
Tests: none, trivial changes
                
                
                
                
             
         
        
            
            
            
                
                Merge from ./command_buffer_indirect
                
                
                
                
             
         
        
            
            
            
                
                ▇▄▊▄▋ ▍▉█▇▉▌▇ ▇▉ ▋▄▅ ▋▅▊▆▄▌▍ ▌▉▋█▅▇▋▍, ▄▄▅ ▍▉ ▉ ▋▄▆▅▆.
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks
- Added a note explaining why we're not offloading network-cached children to worker threads
Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count.
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
                
                
                
                
             
         
        
            
            
            
                
                very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
                
                
                
                
             
         
        
        
            
            
            
                
                Properly break out of GetRules() if rules are null
                
                
                
                
             
         
        
            
            
            
                
                New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
                
                
                
                
             
         
        
            
            
            
                
                merge from bc_viewmodel_fixes/frontier_hatchet
                
                
                
                
             
         
        
            
            
            
                
                re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world
- less jitter
- actually moves in the right direction when spinning
                
                
                
                
             
         
        
            
            
            
                
                Consolidate market price error handling
                
                
                
                
             
         
        
            
            
            
                
                Fixed some items showing as marketable locked when they shouldn't
                
                
                
                
             
         
        
            
            
            
                
                corrected rotation delta rootmotionstrength modifier, was ivnerted
                
                
                
                
             
         
        
            
            
            
                
                Clean: simplify SendAsSnapshotWIthChildren
- remove includeChildrensChildren - it was always set to true
- remove the children null check - it's always created/set
Tests: compiles in editor
                
                
                
                
             
         
        
            
            
            
                
                Update indirect instancing tools with new mesh r/w logic
                
                
                
                
             
         
        
            
            
            
                
                Connect modal:
Ensure description is always cleared whilst we wait for the new one to arrive
Add a spinner showing the description is still 'updating'
                
                
                
                
             
         
        
            
            
            
                
                String lights generation optimisations and refactoring 
Lights and batched mesh are culled
Fixed changing graphics quality turning all string lights off
                
                
                
                
             
         
        
            
            
            
                
                Fix workbench tech trees in vanilla gamemode
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread
- main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest
Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization.
Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
                
                
                
                
             
         
        
        
            
            
            
                
                Updated keycard animations, override controller and entity
                
                
                
                
             
         
        
            
            
            
                
                Fix server description not appearing on the very first server you click on after game launch
                
                
                
                
             
         
        
            
            
            
                
                Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets
                
                
                
                
             
         
        
            
            
            
                
                Fix bug preventing the images from changing in subsequent calls