4,179 Commits over 1,157 Days - 0.15cph!
Move AutoTurret to PersistantObjectWorkQueue<> (instead of invokes that requeue each frame)
Add `GunTrapScanWorkQueue` to make shotgun traps budgetted to 0.5ms / frame
Register turrets & shotgun traps with their budgeted queues when they are spawned & unregister when destroyed
Change List<> in PersistantObjectWorkQueue to ListHashset<> (incase many entities in the "queue" cause a slowdown)
Iterate with the Array instead of ListHashSet[] because of comment claiming Array[] is 2x faster to iterate than List<> (in mono?)
Optimize shotgun traps by using the TC of the shotgun trap instead of the player it is trying to shoot at
Cache the TC for 3 seconds in shotgun trap (we still check auth normally)
Optimize turrets on the server by caching if there are any un-authed target in range & skip scanning targets if that is the case
Mark auth as dirty when players are removed from auth or come into trigger range while unauthed
Add Action onto TriggerBase for OnEntityEnterTrigger() and OnEntityLeaveTrigger()
merge from main -> global_networked_bases
Reset index of trianglebuffer & indexbuffer when creating geometry buffer
Fix cache button visual defaulting to true even though it is false
Prioritize pinging serers that have never been seen / cached first
Unlock ping DB when playmode stops (so you can debug db in editor)
Use cached ping value to sort servers (since we can't update a struct's ping)
Set default ping of server to cached value
Add 'use cache' button back to server browser
Reimplement code that uses cache vs steam browser
Reimplement cached browser in a much simplier format
Submit single query for ping after cached serverlist is downloaded instead of prioritizing pinging servers that are currently visible on screen
Add method to VirtualScroll that updates items that are visible
Set ping text to '?' every frame until the cache is populated (rather than complicated tasks and callbacks)
Merge from main -> cached_server_browser
Fix SLOD of standard cliff material as well
Change arid cliff lowest quality LOD from `Standard` -> `Rust/Standard` shader
Fix global networking using excessive amounts of bandwidth
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Enable emmisive on root combiner & branch lights
Fix upgrade gibs & destroy gibs for shipping container being rainbow colored
Merge from main -> global_networked_bases
Fix steam browser stopping query after 10s by returning every server that didn't respond and showing ? ping
(why does steam source query the servers if it already serves all the data from the master server?)
Update global_networked_bases/2021
Disable RendererBatch component on all container skin prefabs
Tool to disable render batching for container skin
Merge from main -> global_networked_bases
Remove LOD2 from stone wall frame
Don't render submeshes without a material (used to use the last material)
Fixes ramps having texture atlas at lower LOD
Fix wood ramp using Standard material instead of Rust/Standard
Move back to manually requesting mipmap of textures from materials (ShaderUtil is editor only)
Add detail layer textures
#CLIENT out material changes
Update global_networked_bases/2021
Change stone wall frame shadow material to shadow material
Add tool to list all prefabs with incorrect shadow material
Move MaterialCache to a separate .cs file
Request the highest mipmap every single texture attached to a material (to handle both standard and blend shaders)
Update global_networked_bases/2021
Set multidraw convar enabled by default (regardless of unity version to fix default value)
Add bool `IsMultidrawEnabled` and return false in 2019
Remove reflection probe from triangle container floor (making it look like stone)
Remove instancing from sandbag & stone barricades (they have skins) and from industrial combiner & splitter (left over from prototype)
Cherrypick
86942 (fix to enable multidraw by default in 2021)
Region out texture streaming fix in 2019
Cherrypick
87152 (texture streaming fix)
Fix textures of instanced materials occasionally being blurry by requesting mipmap 0 manually
C# part of brick color fix wasn't commited
Re-enable emissive on IO light material
Fix brick skin having colored tints like container skin
Cherrypick
87094 (createprefab debug revert)
Undo "CreatePrefab" debug changes accidently commited
Update global_networked_bases/2021