111,484 Commits over 3,928 Days - 1.18cph!
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks)
Fix wolves often charging instead of circling
Fix wolves barking mid fight when very close
Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
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Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
Merge: from main
Tests: built all modes in editor
Update: Disable ItemPooling on Client and make server on by default
- Controlling variable is no longer replicated to client.
Client-side item handling is very lax and would need substantial changes. I don't want to hold up serverside release to get the full package out, I'd rather relase it bit by bit (and less risk of volatility).
Tests: Did all tests with both enabled and disabled server-side Item pooling
- Built all modes in editor.
- Tried reproducing 2 original bugs - didn't work.
- Loaded up a save that used to lead to a bug - didn't happen.
- Tested in local 2p session on Craggy - could kill, loot, equip and see changes on characters.
- Logs enabled through entire process - client didn't try to explicitly cleanup items (since disabled, as intended).
- Validated that it's possible to launch with command line disabling item pooling.
- Validated that it's possible to override item pooling with executable args
Update: added ItemManager logging of Item's lifecycle
- level 1 reports creation, loading and removal
- level 2 reports scheduling for removal
Tests: ran locally in the editor, switched items, dropped gear, looted existing containers. Checked that we get logging related allocs, but they're small (and I can remove them a bit later)
Subtracting S2P launch site (world_update_2 conflict)
Tightened anchors for cliff_hills_large_c and large_f
merge from world_update_2
Addd AO maps for all medium and large rock formations
Unfiied the look of all rock textures
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Null check on water visibility grid, should stop scene issues with terrain
(didn't catch it was executed in edit mode as well)
Bugfix: Rcon no longer waits for first command to start broadcasting log messages
Tests: Connected to server via test RCon page - started seeing output immediately
New: RustLog utility - consistently formatted logs with conditional output
- Extracted from BaseMonoBehavior, with forwarding of it's logs to RustLog
- Added Item category
We have scenarios where we have categorized logs in cases where we don't have BaseMonoBehavior available(Items) - this fills that niche.
Tests: Built all modes in editor. Ran with Network logging enabled - saw expected output. RCon page was good.
Update: regenerated ItemManager.EnablePooling command
Forgot to do it in previous submit
Tests: none, trivial change
Merge from world_update_2
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
Convert existing darts to use dartmod
Update: ItemRemove now schedules self recycling on Client
- subject if ItemManager.EnablePooling is set or not
This can automatically handle cases where we have client-side WorldItem & ItemContainers storing client-side items(amortizes synchronization) - but needs code fixing for that.
Tests: Tested dropping items(with pooling disabled it's ok, with enabled it's borked), equipping armor(same) - will fix in next CLs
bumped exception report message max size to 600 and tied it to a convar (can't be set lower than the original maximum)
- this codegen also includes the new servside ragdoll default convar from
104903
Merge: from main
Tests: Build Server mode in editor, all good
Clean: comment explaining Client-side exclusive ItemManager use
Tests: none, trivial change
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Merge: from main
Tests: editor build for all modes(Server borked, but fix coming)
Bugfix: Don't leak pooled lists in RunInRadius<T>
Thanks for the report!
Tests: ran admin commands that would generate a leak - no more.
Merge from world_update_2
Fixed collision issues in cliff_jutting_d
Set biome visuals for all huge, large and medium rocks so that they have biome matching colors
Reenabled rock formations in arid
Made small rock formations spawn in arid
BR zone lines display on water surface and terrain underneath
hc revolver - fix for showing too many shells in the reload ( now hides 3p fx when in 1p)
Update: ItemManager is available on the client
- Like server, ticks in the background and cleans up items
- when creating/loading items can optionally specify whether it's client-side or server-side item (checked in exclusive modes)
- Made EnablePooling a replicated var, it disables clientside effects
We have a bunch of client-side item allocations that we don't correctly clean up - this will help deal with that.
Tests: built all modes in editor
New large coastal rock formations
Converted coastal rock terrain filters to use radius and added decor checks
Tweaked all coastal rock prefabs to prevent overlaps
Tried to make coastal rocks spawn only next to cliffs
Added arctic variants of jutting cliffs