111,515 Commits over 3,928 Days - 1.18cph!
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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
vm hc revolver anim event update
vm hc revolver - tweak to anim event to spawn shells
- Radioactive water now inflicts damage on the person carrying it.
- Fixed uncessesary send update rad checks
vm hc revolver
- added toggle gameobject settings to animator (to hide & show shells in cylinder where needed)
- added anim event to spawn shells into the world at end of reload (so they land on the floor)
Fixed GUID error when dropping an item with ItemModContainerRads
Bugfix: don't leak an item if creation request was invalid
Tests: none, trivial change
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Merge from fix_barricade_launch_mounds -> main
Mark the mounds at launch site as "allow barricades" to fix barricade placement on top of them
Merge from fix_barricade_new_cliffs -> main
Bugfix: don't create and access a dangling Item when Pooling is enabled
- at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events.
Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
Fix wood barricades disabling magnet snapping when sprint is held
- this was only intended for high walls as you are often sprinting during combat
- allows you to easily snap together wooden barricades
add optional material override for foliage displacement strength (replacing vertex color)
Healing dart (just a test idea)