115,357 Commits over 3,959 Days - 1.21cph!
merge from dof-leaking-fix
merge from PvEAllowHurtNPCs
Building grade skin components added to blocks prefabs for gingerbread skin
Conditional prefabs linkage
current state of the scene
Gingerbread skin building blocks prefabs setup
Zeroed some models offets left
Potential fix for RelationshipManager.UpdateReputations performance issue
merge from tugboat_supplydrop_fix
server cull tag to stairs landing art in respective prefabs
gingerbread wall frame and floor frames models
Added a special tutorial only barrel variant that only drops scrap
Updated resource ping system to work with storage containers to highlight the barrels
Workbench misison
Add metal ore nodes to island
Fix demos not deleting instanced entities when changing keyframes
Mere Main -> Experimental
Cherrypick demo fix from global_networked_bases/2021/multidraw so they work in editor (and client?)
Set good values for buoyancy requiredSubmergedFraction for all boats. Helps with buoyancy system setting Sleep only when it should.
Fixed bandages not triggering the heal mission objective
Finish second part of bear kill mission
Kill missions can now mark their targets as pings
Merge from main -> global_networked_bases
Initialize & Dipose GeometryBuffer properly
Initialize instancing system when opening a demo (because you don't connect to server)
Add demo with fair amount of building blocks to test
Minor edit, moving order of things in boat method
Fixed several bugs with the tugboat shore drift collision check
Can specify normal rendering via GameSetup prefab in editor
Ensure ConstructionPlanner doesn't throw errors when instanced rendering is distanced via startup parameter
Fix material blocks still rebuilding every frame
Add some profiler samples
Enable shader keywords once per frame instead of once per draw call
Remove code that assigns material blocks every frame (good for testing, not for performance)
Only update material blocks when buffers have changed
Move from a ComputeBuffer for each type of vertex attribute to a single ComputeBuffer for all vertex data in a single struct
Move code that copies mesh to ComputeBuffer into GeometryBuffer.cs
Additional methods in GPUBuffer wrapper
Update parachute description
Increased the clearance check for the parachute deployment - now needs a 2m sphere radius sphere of clear space 15m below the player to deploy
Fixes an edge case where you could use the parachute for a couple of frames in the nuclear missile silo launch tube
Code review changes: remove chair mesh from parachute seat, ensure held items is enabled again after dismounting and ensure parachute item exists on the server when deploying
Enable procedural instancing on blend shader
Log error when mesh used for instancing doesn't have read/write enabled
Ensure every prefab for instancing is warmed up in the editor
Add an extra slot to the clothing section of player corpse to account for backpacks
Fixed loadouts window not properly assigning loadouts when using the filter
Fixed not being able to equip parachute with surgeon scrubs, egg suit and ninja suit
Rust PVE mode (convar) now allows players to shoot NPCs
Mark every single building block mesh as read/write enable (NOTE: this cannot be merged to 2019!)
Merge from dof-leaking-fix