106,374 Commits over 3,806 Days - 1.16cph!
New PrefabIdRef, allows us to store a PrefabId for a given target as simple uint instead of a direct link to the entity or manually copying the ID across. Includes a PropertyDrawer with an object field so the target prefab can be dragged into the field but only a uint is saved
New IgniteOven mission objective type
Started on follow up cooking mission
Make sure we definitely stop before world edge
The learn button will no longer appear on blueprints if the blueprint is already learned or is a default blueprint
Fix instanced meshes with 0 count writing 0 index & the culling system reading "0-700k" as the range for that mesh
Change `sliceIndexes` from a uint to a struct that has `startIndex` and `length` instead of reading the next index
Rename `sliceIndexes` -> `renderSlices`
Rename `sliceLengths` -> `sliceCounts`
Fixed emoji's not loading properly on the client if there were more than 4 custom emoji on the server
Server emoji's will now load in gradually, 1 emoji per second to avoid hitting the server rate limit
Refactor map shader so the bits related to getting the map pixel colors are in a shared include file
Add a new shader for things in the world which renders the map onto it
Updated clan table to show the actual map instead of something else
Reconvert building blocks for instanced rendering
Mark roofs & windows as "global networked" (again?)
Start removing instanced rendering configs from non building block entities
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Merge from clan_chat_emoji_fix
Move culling mesh counts to GPUCulling class
Remove all workshop skin support since it is causing issues & we can do it properly later
Change test_instanced_culling to spawn prefabs in a predetermined grid shape to identify patterns of meshes that fail to display / disappear
Increase gc.buffer default to 4096 in the editor so big maps don't take forever to load
Set ShouldTransferAssociatedFiles for painted item storage entity (fixes egg suit texture not transferring between servers)
Refund the whole crafting queue of sleepers when a player loots them
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
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
Wide weapon rack lights can now be wired up.
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