106,690 Commits over 3,836 Days - 1.16cph!
Added Jake's bench_io command from water_io_benchmark branch (there were some other unrelated changes on that branch)
Added server.waterContainersLeaveWaterBehind, when enabled water containers will leave 1 unit of water behind when transferring water to other containers
Attached sprinklers can still fully drain a liquid container
Can be toggled at runtime, enabling this during peak hours or temporarily while IO usage is high should help general server performance
Added a small thickness to pipe visibility checks to prevent it going through very small gaps in construction
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Layer collision enabled for Ragdoll vs. Prevent Movement
Cherry-pick ragdoll maxDepenetrationVelocity edit
Increased maxDepenetrationVelocity to 2.0
I couldn't get ragdolls working in scrap heli without parenting. Thankfully scrap heli seems to handle item and ragdoll parenting much better than cars or HAB do, so enabling ragdoll layer parenting on scrap heli here.
Increase distance daisy chained water catchers can deposit their newly created water
Fixed chains of water storage entities sending excessive entity updates when chained together
Storage entities will now wait 10s after they have initially received water before they start draining to subsequent storage entities
Entity updates were caused by entities constantly dithering from having water/not having water, with this change every storage entity in a chain will maintain a low amount of water while a daisy chained water flow is occuring
Merge RagdollImprovements -> Main (this is a branch-level cherrypick, not a full merge, so no PhysicsLayerRevamp content comes with it). Might as well start testing these early.
Merge RagdollImprovements -> PhysicsLayerRevamp
Replaced conveyor toggle input with Turn On and Turn Off inputs
Cleanup
Modified save data structure
Exposed the cost of researching default blueprints (server.defaultBlueprintResearchCost, defaults to 10 scrap)
Refresh vehicle glass mat
Add item filter on quarry fuel storage to only accept diesel
Disabling graphics jobs on macOS as a test (crash investigation)
Removed map name from being searched when using server browser, will still show
- fixed Arg.GetPlayer() returning first player on server
- fixed ulockall not working on self
- added ability to specify userid after 'resetbp <user>'
- seperated "unlock" RPC by removing "open codelock UI" rpc
- prioritize "changelock" when codelock is first placed
- prioritize "lock" when codelock is unlocked
Adjusted update culling ranges for water junkpiles
merge from shipping container props update branch
shipping container models update
rusty material color tweaks
Switch screen size to use Display & save some additional convars
merge rust_metrics to experimental
cherry picking new SC textures
roof blocks polish, lod transition polish
Fixed CLIENT / SERVER switch (accidentally included in commit)
Disabling GPU skinning as for some reason it takes up to 20ms on the GPU
Enabling incremental GC on macOS as a test (other platforms already had it enabled)
Switch to the same placement rotation as the weapon you take from a rack.
Press shift to rotate a weapon when placing.
Fixed reflection probe instances ignoring "occlusion culling" and "culling distance" parameters that were set on the prefab
Enabling graphics jobs inside the editor (they were already enabled in builds, so this should result in a more similar behaviour in the editor)
best placement calc fixes for rotation
rotation placement checks
rotation serialization fix
serialize rotation.
protobuf.
made client-side rotation control a convar for testing until I add a keybind.
fixed some left over offsets
shipping container skin wall frame / floor frames models and prefabs
Enabling native Apple Silicon build
Fix case where items with a stack size of 2 wouldn't transfer through a conveyor attached to a splitter (another rounding error)
Fix not being able to place deployables on top of industrial pipes