111,930 Commits over 3,928 Days - 1.19cph!
More shitty workarounds for underwater effects inside lakes
Fixed oasis_a, b and c having ocean topology painted at the center of their lake (I disabled the transfer of ocean topology on the Monument script instead of removing it, this is probably from some automated import and may reappear)
Fixed misplaced profiler sample in Construction UpdatePlacement
Fix pooledlist test not being setup and torn down properly
didn't save the wallpaper protection values
Update: Replacing Pool.FreeUnsafe with Pool.Free where possible
Since more IPooled usage has been added, these were left untouched by accident.
Tests: none, trivial changes
Merge: from main
Tests: checked all modes build
merge from FrontierHazmat/BurstCloth
3D Line-Line distance and closest point(s) utils
Fixed satchels not damaging wallpaper
Slightly decreased bullet protection
updated viewmodel anims, updated base rig with skinned cylinder
Renamed wallpaper item pack skin
Updated skin list
Update: Network.Message implements IPooled
Technically, this should be converted to a struct instead, but the benefit/effort is not worth it right now.
Also marked a static as readonly, since we never modify it.
Tests: single client-server session was pumping messages succesfully. Built all modes. Tested recoridng and playback.
Further tightening of divesite terrain anchors
Merge from world_update_2
ProceduralMapEmpty up to date
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
Removed bluish tint from cliffs
Tweaked hill cliff slope masks / removed cavity masking
Update: WaterDynamics.InstanceBatch implements IPooled
Also removed a bit of dead code and unused functions.
Tests: checked that rowboat still produces foam
Minor fixes to viewmodel mesh
Viewmodel gloves hide hands
Reverted spray can hitscan changes
102638
This was causing issues and will need a more robust fix
Increased divesite anchor count. Anchor radius and height
Reduced tiling of heavily patterned wallpapers to improve icon readability
world_update_2 -> legacy_woodpile_improvements
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
Update: PlayerReclaimEntry implements IPooled
Tests: tested in local multiplayer in softcore mode
Merge from world_update_2
Decor topology is now considered blocked for road and river generation
Place river source object right after river generation, so it can be avoided by road and rail generation
Fixed issues related to DecorSwim and WaterCheck
Added terrainHeight to WaterInfo since we already retrieve it, saves duplicate calls into TerrainHeightMap by callers
Added GetWaterAndTerrainSurface (returns both) and GetWaterOrTerrainSurface (returns the max of them) to WaterLevel
Fixed wallpaper retro 2 diff texture guid mismatch just in case (the mat was pointing to an invalid asset on my machine)
corrected skin constraint update maths
- added skin constraint gizmos
merged from fire_extinguisher
Selection history editor window now saves its history between sessions
Imported Standing Coat Hanger Textures and Models
Added and Setup Standing Coat Hanger Prop Prefab
Setup Standing Coat Hanger Material, Colliders and LODs
burst cloth
- moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that)
- fixed retrieval of bone data for player preview case
merge from armored_window_collider_fix
fire_cabinet deployed gibs test - not to be merged
Update: ImpostorBatch implements IPooled
Moved some code around and removed some always-true checks.
Tests: during local game hit all new functions in the right order
player update. made unique compound bow deploy and fire anims to match viewmodel
Temporary Item setup for fire cabinet
Updated wallpaper icons and skin list. Repositioned wallpaper WM in icon scene.
Buoyancy fixes inside canyons