13,105 Commits over 2,831 Days - 0.19cph!
Update the SeedPosInfo UI every 2s, not every frame
Potentially fix NRE on boot due to DynamicMouseCursor
Added debug.showWorldInfoInPerformanceReadout that adds the current world position, level name, seed and size to the f8 performance menu
Won't display in hardcore mode
Added DofExposer from Media_Projects
Added cinematic tab to RustEditor from Media_Projects
Copy over DemoTrack components from Media_Projects, fixes missing script on playblast object warning on boot
Fixed dynamic mouse cursor not working in main menu
Adjusted some mesh trim settings, shave 2-10k tris from some HLODs
Fixed MeshCull objects getting incorrectly enabled if graphics.hlod is false
Merge from radio_manifest
Disable per object motion vectors on hlod meshes
Added debug.PrintDebugWorldInfo and debug.CopyDebugWorldInfo to print/copy the current world info (pos, map, seed, size)
Won't do anything in Hardcore
Subtract
74796, made no difference
Add demo.showCommunityUI convar that controls if server driven UI's appear in demos. Defaults to false
Added "entcount" admin command, prints out all entities associated with a given player (TC auth, lock auths, etc)
Supports an optional entity name parameter to filter results (eg. lock.code)
Supports --json
Show an icon on the belt bar icon when a weapon has a light attachment that is active (flashlight or laser)
Add a very light drop shadow to the amount text on the belt bar icons so they can be seen easier on bright white backgrounds
Tackle mission fixes:
Fix duplicate localizaiton key causing first line of mission to read "Tackle the day"
Fixed being unable to continue mission if player loots tackle container from maximum loot distance (switched move objective from close to roughly)
Fixed missing space in dialogue when accepting tackle mission from fisherman (fisherman_node_missionone localization key, will need phrase rebuild to work in-game)
Vedning machine map clusters now have a green circle to better stand out on the map
Fully disable HLOD system temporarily, want to test performance running as close to main as possible
Expose limit fps in background option in Screen section of Options menu
Change all growable plant checks to use Debris layer, fixes being able to place multiple plants in the same planter slot
Add slots for adaptors and crafters, industrial crafter now needs to be attached to a workbench
Industrial crafter can only craft items that meet the level of the workbench
WIP industrial crafter, has inventory space for a target blueprint, inputs and results
Automatically crafts the supplied blueprint once it has the required ingredients
New IO type, Industrial (was using kinetic but that's actually used in a couple of places)
Updated prefabs
Don't show power number on crosshair, presumably it will always be 0
Redo satellite dish to fix some missing renderers
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Don't register/unregister hidden LOD components from culling (brings HLOD system in line with CullingVolume)
Remove the ControlledBy field on LODComponent, doesn't seem to be needed anymore
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
Drop HLOD texture sizes to 512
HLOD water treatment plant after merge
Fixed hurt punch screen overlay occurring when the debug cam is active
Reduce all HLOD textures to 1024
Fixed skip generation HLOD option not working
Added fps.limitInBackground client convar that reduces fps cap to 15 while the game isn't in focus
Doesn't apply in the editor as clicking outside the game view in Unity is considered not in focus
Don't report performance analytics while the client is in the background if this setting is on