130,604 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Eliminate the need to update call indices because they are stable and can be stored with each command
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made `count` property report the highest populated index instead of the allocated space.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Change proc anim components tick order, should be spine, then tail, then head
 
                
                
                
                
                
             
         
        
            
            
            
                
                Do not tick procedural anim components when entity is culled
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from projectile_jobs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added and Setup Naval Improvised Plank Gibs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - ensure results use 3-part format for key
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                New: Scenes/Benchmark editor top bar menu
Tests: used all in editor - correct scenes opened
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added volumetric clouds option in the new settings menu
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: ran BaseRaidBenchmark via bootstrap flow
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - players outside base now aim at random players in base
Tests: ran the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Modular Boats Small Ramp - First Iteration
 
                
                
                
                
                
             
         
        
            
            
            
                
                Put cache under mode instead
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added prioritise premium toggle
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                cleaning up projectile TransformAccessArray properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - remove Projectile.Batched override
Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally
Tests: ran the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deleted Unused Collider Mesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Setup Naval Improvised Plank Prefabs, Colliders, LODS
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: BaseRaidBench - players moved to the base angle properly to fire
Tests: ran the scenario
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
 
                
                
                
                
                
             
         
        
            
            
            
                
                swap "survival" to "vanilla"
Use correct tags for hardcore, softcore and primitive filtering modes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from waterpump_occlusion_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fluid switch and powered water purifier loop audio now also affected by occlusion.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Smart mode sorting (mode priority first then players)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                enabled batched projectiles by default
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Swap to buffer list as its faster
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bake mode into server info instead of ui entries
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                WIP work to speed up culling (AVX fix)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Display proper mode in server entries
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from tugboat_toot 🎺
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjuested LOD distances on floating walkways
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restore changes and fix compile errors
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                - Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets.
- Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package.
- Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added the Rust Render Pipeline package back to the project
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reducing tricount of some floating walkway LOD0s
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Removing Rust Render Pipeline package so it can be renamed
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Individual trigger re-parenting test.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Testing out drawing on the in-game map, only has basic functionality right now