136,792 Commits over 4,324 Days - 1.32cph!
merge from indirect_instancing
Fixed NRE and missing objects after toggling Indirect Instancing at runtime.
- Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead.
- Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later.
- Ignore empty LOD states everywhere it makes sense.
Update(tests): add BuildSnapshotDependencyChains unit tests
- DummyServer now automatically cleans up spawned entities in CleanTestState
Tests: ran unit tests
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
The main menu now instantiates its tabs, removed them from the menuui2 prefab
Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
exported minicopter 3p idle anims and edited left hand ik target in entity
clothing box - added matrix model game mesh with its lods, updated prefabs, updated icon
Clean: refactor some of unit tests
- take out DummyServer and move bot, player creation logic into it
- move out Measuring utils to it's own file
Tests: ran occlusiongroup tests, all pass
missed consolesystem commit for painting line tool
Added packet count flushing
merge cannon_fuse_burn to main
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
Skin pass for vagabond jacket
Fix cannon handle spinning due to buoyancy.
merge from
144620 failed merge
merge from storepage_boxes
Restore component box prefab
Tweaked cyclegameobject timing
Apply the door fix to the unused boat door
added RustRelay ArrayPool to print_arraypool
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels)
Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
Fixed loot not respawning on deep sea ghost ships
switch to using DecayEntity.GetPrivilege
merge from doors_deploy_fix
Removed old includeAllDoors hack in DeployVolume, unused
Cleanup EntityListScriptableObject, removed unused code
Fixed all doors not deployable on top of prevent building volumes, regression from
141211
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merge randomize_seed to main
fixed boat priv issue with boxes, added check for when TC is placed after boxes
Adding burnt fuse into cannon barrel rig
merge debug_simulate_latency to main
adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
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various stools (4) blockout
clothing box corpse fix pooled string and manifest updated
File changes on the bone knife swing action
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains
- fix a bug that caused more snapshots to be sent than necessary (causing massive inflation)
- add a couple fast paths, rewrote it to be a single-pass algo
- reduced number of pooled lists usage
Need to write unit tests for this
Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
Imported and implemented new sounds for the bone club