121,129 Commits over 4,018 Days - 1.26cph!
Encapsulate logic in viewmodel clothing
Correct skeleton list is now rendered depending on conditional logic
re-applied spatially aware volume changes to bunker tunnel entrances post merge
tweaked entrance bunker volumes to not hide sunlight/sky in ladder room
changed environment volumes gizmo color for clarity
Improve flanking algorithm
moved the rusty gates back into place
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Shrink down in size and align to to terrain when escaping
updated viewmodel vine swing animation
Experiment with path post process for overwatch and flank
fixed an offset on jungle skin triangle block
Removed cracks decal from Zigg scene. Also added bit more fidelity to more jungle ruins COL meshes.
Temporary collision for jungle cell door. Remade cell door prefab to allow for components being added.
fixed an offset on jungle skin floor block
Merge: from reduce_appmarkersellorder_allocs
- Reduces pool spillage and misses of ProtoBuf.AppMarker.SellOrder
Tests: started server on procgen map
Optim: Increase ProtoBuf.AppMarker.SellOrder pool capacity to 2k
- Should reduce creation and spillage of SellOrders
Tests: booted server on procgen.
Removing obsolete jungle ruins cell top meshes
Second pass on jungle ruin walls collision to adhere COL meshes closer to stepped and jagged wall pieces
revert underwater effects merge to figure out server issue
Merge: from profiling_improvements
Tests: snapshot on craggy in editor
Merge: from main
Tests: none, no conflicts
Update: Further removal of about 10% methods from perf snapshot
- Built using e70c083b
Tests: took a snapshot on craggy
lowered the ground under the zigg pond water to allow swimming effect to work
Fixed a null ref when comparing identical environment volumes
cherrypicking broadphase_abp
SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
Merge: from listcompare_optim
- ListHashSet can now be pooled and supports Compare
- Optim Networkable.UpdateSubscriptions via ListHashSet
Tests: unit tests
Merge: from main
Tests: none, no conflicts
Clean: simplify code via ?. notation
Tests: unit tests
Optim: Constain List<T>.Compare to only works on List<T>
This removes remaining 4 boxing allocations
Tests: unit tests
Optim: Use ListHashSet<T>.Compare in UpdateSubscriptions and UpdateHighPrioritySubscriptions
Tests: none, trivial change
Update: Network.Visibility.Provider works on ListHashSet
Tests: none, simple changes
Update: Facepunch.Pool now supports ListHashSet
- gave ListHashSet a default ctor
Tests: unit tests
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
Update: ListHashSet has it's own specialized static Compare method
- Replciated tests from ListExtensionTests for ListHashSet
Tests: ran unit tests
lower ziggurat terrain position in Z, then resculpted to meet the ground line
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Fixed warning spam when painting on a mesh without a uv2 channel
Use entity display name from PrefabInformation component for Rust+ death notification if available
Merge from GetCurrentUndergroundLayer_nre_fix
Speculative MapView.GetCurrentUndergroundLayer NRE fix
Snake loco fx WIP & related files.