113,218 Commits over 3,959 Days - 1.19cph!
Fix the shadow materials of a bunch of building block renderers
Add additional funcitonality to `List Shadow Materials` to fix the materials (convert all ShadowOnly materials to use "shadow" material)
Fix GNB memory leak (submitting draw calls to disabled cameras will leak memory)
Add `instantiate_test` command to test new InstantiateAsync() method
Update CurrentVersion.cs to 2022.3
12k .meta files after it reimported a bunch of textures
ProjectVersion 2021.3.35f1 -> 2022.3.20f1
Manually commenting out audio import deprecation so it compiles
Unity auto-upgrading C# from 2021->2022
Fixing subemitter rotational inherentece fuckery WIP
Cache ItemModCookable and ItemModBurnable inside ItemDefinition
Tighter water reflection probe range, synched with TOD (related to 93000)
Fixed water reflections broken during tutorial cinematics
Close item store takeover screen when esc is pressed
Rough impl of hovering limited store items for a 3D skin view
Regenerate protobuf and move some code to partial class
Reimplement PostSave() but rename to `PostSaveToDIsk()` to make it clearer
Implement bool `isAuthed` on client to fix pooling of SimplePrivilege
Serialize Protobuf.Entity on the outbound network thread on the server
Deserialize Protobuf.Entity in the inbound decryption thread on the client
Change _NetworkCache from MemoryStream -> ProtoBuf.Entity
RefCount ProtoBuf.Entity so we can keep it on the main thread as a cache as well as serialize it on network thread
Initialize ProtocolParser.staticBuffer on each network thread (can do it automatically later)
Remove `netcachesize` convar on the server since we aren't pooling memory streams
InvalidateNetworkCache() will now invalidate the Protobuf.Entity
ToStreamForNetwork() will Save() then put the ProtoBuf.Entity into the NetWrite
ToStream() (normal saving for disk) stays the same
Remove PostSave() (easier to remove than reimplement on network thread)
Fixed map markers flashing when player is downed
Fixed map not opening when downed if using the new toggle map option
Dynamically show resource boxes based on TC content
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tweaked light group at time on harbor2
static triangle wood foundation rotation fix
Updated the barrel of the water well deployable, this one had slipped through.
Fixed the colors in UI when assigning a player to a bag or turrets to match the color scheme for rest of game
Green = Teammate online
Dark green = Teammate offline
Blue = Friend online
Dark blue = friend offline
White = Player on server online
Dark white = Player on server offline
Optimized collisions. LOD'd collisions fully away at 25m.
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Add analytics for all modified convars
Fix pipe tool not resuming the entire industrial pipe when switching active item / reconnecting (only was reconnecting the first 1-2 part)
Fix wire tool & pipe tool not saving color when disconnecting wire
Fix orange pipe looking blue when holding pipe tool out
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Velocity alignment jitter fix & tone improvements
Fresh metal bullet holes no longer look all rusted, and improved the edge and tone to blend better with underlying surface.
Harbor 1 dressing progress / finished the areas near the swing bridge
First pass on decoupling indirect lighting from RustCamera (fix for SkinViewerTest)
tweaking overgrowth positions, clipping and density for the following levels - lighthouse, MT, warehouse, sewerbranch, sphere_tank, trainyard, WTP, water wells
added train tunnel entrance into automated S2P loop
Prevented vendor network id keys from being duplicated
Added potential fix for NPC vendor shops