12,731 Commits over 2,315 Days - 0.23cph!
Culling.env is no longer admin only
Added culling.skinnedRenderers, controls the player/animals culling system
Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
Don't allow the deep sea terrain config to load if the player is in the tutorial
Cherry pick
136869 to expose bake heightmap shortcut, useful outside of hackweeks
Fixed missing ghost ship map marker
Merge from fog_multithread_fix
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
Expose shortcut Terrain/Bake Heightmap in shortcuts window
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Strip PropRenderer from spawned objects
Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach
Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though)
Would still need some bespoke handling for HideDuringRender usages, likely via a new component
Forgot to commit changes from yesterday, added a score HUD
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Show on the item info panel if data can't be redeemed
Add data spawns to all of the loot spawners
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Fixed players being killed on save/load
Update clan data immediately when score changes
Allow data to be stacked up to 5
Add small and medium data items
Insert a medium data item into a players corpse if killed by someone on the opposite clan
Boilerplate loot item and deposit entity
Fix NRE when in build priv zone
Initialise the game mode after the clan system is started in Bootstrap
Switched team system over to clan system
Alow tech trees to declare their own name
Fix position of snow jacket
Got building working at Team B monument
WIP auth support for team build zones, not working yet
Each team has their own spawn beach
Create game mode, create two teams on start and auto add new players to the lowest pop team
Paint ocean topology, fix errors
Get scene up and running, replace old static research/repair benches with modern versions
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that
Updated the converter to match the shadow casting values
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
Also include mesh stripping on Rust.Ai and Content directories
Added support for MeshLOD to disable shadows at specific LOD levels
Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
Uploading in multiple parts because plastic can't handle... multiple files
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
Move non r/w meshes into the private content bundle for server builds, removing them from the build
Saves 360mb of memory on a freshly booted server
Merge from main_merge_10_nov
Protobuf, code gen, phrases