198,704 Commits over 4,140 Days - 2.00cph!
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Update DrawCall buffer from CPU every frame for stability
Fix typo in GPUBuffer<> wrapper
Refactor & organize computebuffers with GpuBuffer<T> wrapper to ensure type safety & standardize the way computebuffers are expanded & created
Always clear the full memory of a ComputeBuffer when it is created
Default copy the existing ComputeBuffer over to the new one when expanding it
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Disable clan system by default
Support turning on/off clan system with clan.enabled convar
Write the entire DrawCall array to the ComputeBuffer when it expands
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Wide weapon rack lights can now be wired up.
Update TTT
Entity.IsMarkedForDeletion checks Entity.Remove queue
merge from august_art_bugfixes
Fix racks being incorrectly set as lockable
Fix lost pickup/repair setup
Fixed emoji rendering on clan chat
Some more cleanup
Turns out the fix for clearing buffers somehow got undone which explains all the strange behavior I was seeing
A better-feeling system for preventing boats reaching the world edge
Simple repelling force for boats near world edge
Write IndirectArgs inside a separate compute shader
Fix submeshes not having their indirect args properly offset
Refactor to clean up compute shaders
Clear temp buffer before culling
Final (hopefully) rich text emoji fix
Minicopter code review changes
Copy libsqlite3 into RustDedicated_Data/Plugins/x86_64/ to try to fix dedicated server not using the version of SQLite (but keep the copy under Plugins too)
This is assuming everyone runs RustDedicated with something like the following (from runds.sh):
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:`dirname $0`/RustDedicated_Data/Plugins/x86_64
Fixed active campfire mesh going missing when parented to a moving Tugboat (see HasDisabledRenderers in BaseEntity.Parenting, this behaviour should only occur on BaseOven entities)
Fixed campfire model having an extra duplicated LOD group
Fixed exception when opening the card game UI for the second time in a session
Adding some debug while chasing down building blocks being rendered with the wrong mesh
Fix weird startup issue in editor when using GameSetup's initialization commands with multiple editors
Mesh cleanup and LOD setup for slope transitions
Apply a hack to render.RenderView to render using VIEW_MONITOR
Instead of VIEW_MAIN
merge from campfire_tugboat_fix
merge from TugboatDroneDeployFix