12,618 Commits over 2,284 Days - 0.23cph!
    
    
    
        
        
            
            
            
                
                Update swamp_c, harbor_1 and launch_site after merge
                
                
                
                
             
         
        
        
            
            
            
                
                Split count functionality into two convars, entcount and authcount
AuthCount returns entities that the player is authed to, regardless of whether they placed it
EntCount returns all entities that the player has placed
                
                
                
                
             
         
        
            
            
            
                
                Fixed incorrect user id check in entcount convar
                
                
                
                
             
         
        
            
            
            
                
                Added ID column to entcount convar results
                
                
                
                
             
         
        
            
            
            
                
                Flashing train tunnel barricade lights no longer flash if the player is more than 30m above the lights (on the surface)
Each toggle was taking 0.3-0.5ms
                
                
                
                
             
         
        
        
        
            
            
            
                
                Clear queues when enabling/disabling hlod
Add graphics.PrintLodQueues for debugging
                
                
                
                
             
         
        
            
            
            
                
                Move LightGroupAtTime work queue processing to LateUpdate (it has physics lookups for IO entity connections now so it should happen here to elimiate physics syncs)
Don't run the IO entity physics lookup more than once every 8-12s, these light groups were running every frame on monuments that are out of network range since the client side IO entities didn't exist
                
                
                
                
             
         
        
            
            
            
                
                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