256,243 Commits over 4,018 Days - 2.66cph!
Null check on water visibility grid, should stop scene issues with terrain
(didn't catch it was executed in edit mode as well)
Just get rid of F_DISABLE_Z_PREPASS entirely, it's not applicable for users to set it, static overlay uses BoolAttribute( NoZPrepass, true ); directly
Fix action graph target types in resources
Fix case where WriteCacheReferences is ignored
updated coin ui
Remove obsolete code
Crumble platform
falling platform
add a small buffer to the falling platform
Seesaw platform
Updated playground
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.
Subtracting 1322 (skin corruption)
Update: regenerated ItemManager.EnablePooling command
Forgot to do it in previous submit
Tests: none, trivial change
Merge from world_update_2
Nicer display info for interface types, icon for event methods
Added scene.run node
https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png
https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
Convert existing darts to use dartmod
Update MethodBinder.BuildCall signature
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
Expose MethodCallNodeDefinition.GetBinder
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.
Leaderboard backup, run #
14068
animation: none clears animation
Clear ragdoll bone initial positions after using them
use default depth_only combo for skin
Remove F_DISABLE_Z_PREPASS from shaders except if you want it explicit, remove it from eyeao until we recompile shaders
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did
I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler
VrMonitor goes long unused since we removed SceneMonitor & VR Multiview
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao
AO on lighting pass
GTAO stub, remove sdf.hlsl (until we meet again 🫡 )
Iterate gtao
Merge from world_update_2
Fix Duplicated Entries in Create GameObject Menu
Tissue Box and book mesh and texture update
- updated Tissue box mesh collision and 2D texture pass
- fixed Book mesh issue and texture density
Add sbyte, short, ushort to IntegerControlWidget
Fix model physics positioning physics from render bones without the renderer world transform when scene model doesn't exist yet
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