198,864 Commits over 4,140 Days - 2.00cph!
Cannons can now be placed after boat construction
Modular boats steering wheel tier 2 4k textures for media caps
Update: DemoBuildingsViewer - always visualize spawn markers
Simplifies scene setup
Tests: used in editor
Bugfix: SpawnMarker.SpawnType are now proper bitflags
Tests: none, trivial change
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Clean: move Building to Benchmark namespace
Tests: compiles in editor
Update: DemoBuildingsViewer - export spawn markers
Tests: ran the export with couple markers
Updated limited tab styling
removed BatchedWaterRays option and disabled codepath
Added LOD3 textures for floating walkways
New: editor-only SpawnMarker for DemoBuildingsViewer
- automatically links up to nearest building, but can override
Allows to anotate the scene with spawn markers and link up to the nearest building. Needed for more complex benchmark setups
Tests: loaded staging demo and checked how gizmos draw
Update: extra scopes for Projectile perf tests
Tests: ran the perf tests
corrected profile region name
Merge from trimmed_asset_warmup/scene_warmup
Fix battering_ram_rear_door_LOD3 collision mesh not having read/write enabled
Enable burying on seasonal weapons
Enable burying for attachments (splitting this so its easier to subtract if needed)
Enable burying on a set of weapons
Defer hiding the loading screen until after returning to the menu scene
Fixes getting into a weird state when cancelling while waiting for asset scenes to load (they need to finish loading first)
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
Don't try to return prefabs to the pool if the map is being unloaded
Removed autogenerated collision from floating walkway kits. Added in custom COL mesh setups.
Store, home styling improvements
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
Fixed rust logo button not going back to home
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces
- GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
Fixed crate names vanishing after switching language
Tracked down missmatching profiler begin/end samples to ItemPreviewIcon, after a short 3 hour hunt.
Removed old store convars
Fixed some layout issues with material names in steam inv screen
Fixed settings menu search returning disabled options
Added last remaining COL meshes for floating walkway
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
Fixed skin viewer never loading skins when not connected to a server
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
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adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
inventory scroll bar fix for the 84th time
Clean up the homepage, and header navigation