198,635 Commits over 4,140 Days - 2.00cph!
Update: BaseRaidBench - add support for multiple run configurations
- Also remote players now have id in their game object names for easier debug
- Fixed a bug with accumulating frame counter (:ops: #2)
- Updated subtitle display to see what's running
There's a burst-related NRE that gets picked up, but it's not directly related to benchmark.
Tests: ran the scene
main -> patrol_heli_crash_fixes
Fixed missing scripts on loading screen prefab
- Added the Rust Render Pipeline package to start testing it within the main project.
- Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.
Missing tag on pressed calls
Further basic cannon functionality for prototype/playtest purposes:
Add basic hold-to-reload radial menu behaviour to cannons.
4 second reload duration.
Doesn't require any actualy ammo to reload, to make it easy to test gameplay.
Rug variants for floating cities
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merge from nametag_clipping_fix
Move useJobs into client code
rpg viewmodel anims updated
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merge from centralized_mutes
merge from spraycan_infiniteammo
merge from no_build_zone_height_visual
merge from reenable_scrappy_damagefx
merge from autosave_paintings
merge from nametag_clipping_fix
Resolve merge UI conflict
Merge from parent (with UI conflict)
UI prefab update before fixing merge conflicts
fixed legacy gate missing damage volume
Update: BaseRaidBench - record run name in results
Next up to setup variable-player runs.
Tests: ran the scene
Fix incorrect mesh being used for harbor_crane_a's arm_hook collider
Merge from viewmodel_workshop_fix
Fixed guitar rendering twice in workshop skin uploader
Add Workshop editor to the scene loader
Fixed ViewmodelCameraAnimation running incorrectly in this scene (completely disabled now)
Adjust shadow fade transition
Merge from trimmed_asset_warmup/scene_warmup
Add graphics.allowThreadedTextureCreation convar (default true) so we can test with threaded texture creation disabled
Merge from censorship_cubes_alt_look
Merge from lighthouse_ladder_climb_fix
Censorship cubes will now be disabled if the player alt looks and we disable the player body
Added a new enum based CurrentCensorState getter in ConVar.Global so we don't need to compare ints to check censor state
Remove optimized loading from the experimental options menu
Skip UI prefabs and skip scanning for additional references in the props prefabs
Skin viewer framing tweaks, added discord trophy
Merge from fix_paste_stability -> main
Fix stability not being updated when a base is pasted with copy paste commands
Skin viewer: added subtle idle swaying when the model hasnt moved for some time
merge from qol_print_queues -> main
Add `printqueues` command to print off all ObjectWorkQueues in console
- number of items processsed, size and total execution time
- must be admin to run command
- available on both client & server