143,638 Commits over 4,413 Days - 1.36cph!
Use static list ticked through ServerMgr for npc networking instead of unity update
Stop sending global.AdminUI_FullRefresh every time an admin open the F1 menu
We only do it once now, when opening the F1 for the first time. Then only when opening the admin tab
Fixed F1 menu tools tab not showing in demos
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
Use static list ticked through ServerMgr for navmesh agents instead of unity update
reset electric furnace emissive texture and 3.1 value to original
Update(tests): add a couple more perf tests
- AllocDeallocMT -> AllocDeallocMTLongLived (biases Get, then Free operations), Avg: 3.56901ms
- AllocDeallocMTShortLived - fetches and returns to pool immediately (to evenly spread pressure), Avg: 3.01974ms
- AllocDeallocMPSC - simulates multiple-producers-single-consumer (emulates network write thread under jobs 2) Avg: 12.20773ms
All cases - 32 tasks doing 1k allocs
Tests: ran perf tests
set dressing push on marketplace
optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
NRE fix for UI_Store.OnWarmupPage when the manifest is null
merge from store_nre_fix2
Fixed TestRunnerWindow error when opening foldouts
CTRL + Click on an asset path parameter pings the asset in the project window
Added to right click context menu too
merge rust_relay_server -> main
merge main -> rust_relay_server
Mortar animator blend values updated
Better logging on RustTestFixture::SpawnEntity
Merge from parent (needs codegen)
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Merge from terrain_renderer
merge from mortar_prototype
Updated Mortar and ammo descriptions
Fragmenation Mortar shell
Radius 3.8m > 6m
HE Mortar Shell
Radius 3.8m > 4.5m
Explosive damage 45 > 60
Remove GPU device check testing functions and command
Revert terrain culling ConVar back to admin
Restrict Mortar from primitive
Use local top down hole map for non-screen space rendering (shadows, probes)
Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain
Render out stencil results to R8 hole mask and clear depth for those regions
Handle alternate topdown render of hole volumes
Use separate editor command buffers for hole rendering and terrain depth prepass
Add Hole editor script
New ChildAnimatorSubSystem
Runs an entirely independent controller
Has it's own weight, can target specific layers, etc
Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
Add a warning to the state sync editor if the state name is incorrect
Fixed lower case Attack on StateSync components (sks and paintball gun)
Removed old AiManagedAgent class, old and useless
Subtracted
150385
Ammo type ui icons & colour consistency fixes.
Setup anim events for toggling visibility of arrows on worldmodel
Turn host_state.interval_per_tick into double
* Fixes 64bit builds specifically truncating curtime to floats
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs
Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
Cherrypick
148619 (fix full rebuilds not working) since it never got cherrypicked to main
merge from fix_assetscene_deepsea -> main