133,782 Commits over 4,293 Days - 1.30cph!
Reserialize Prefabs - 15k file changes. improve build times
Day 2, Attempt 201 uploading, fuck plastic
Sometimes errors are unknown because fuck plastic
Sometimes errors are unsupported because fuck plastic
maybe it'll work this time
NOPE
Again?
No
Day 3, reattmpting
is the meaning of life pressing check in over and over again?
insanity is doing the same thing over and over again and expecting different results, yet here I am
I'm going look like a idiot once this finally works
I'm going put something heavy on my enter key so it keeps retrying
what the heck is method 190
This is peak games development
Lets try parts again - Part 1
Updating the shadow cascade splits when the shadow preset convar is set
More old menu deleted prefabs
mountplayersync_ai_bypass
Roll out parenting syncing to the turret seat and the double 50 cal seat
Merge: from playerinventory_oncycle_optim
- Buildfix for client
Tests: none, trivial change
Buildfix: add SERVER guards
Tests: none, trivial change
Fixed incorrect set parent check on the right branch this time
Merge: from playerinventory_oncycle_optim
- Bugfix for exception of duplicate key when loading container with cookables
Tests: unit tests
Bugfix: ItemCointainer loading items no longer throws due to stale itemsWithOnCycle
Fixed by resetting itemsWithOnCycle before population
Tests: unit tests
Fixed incorrect set parent check
corpse tweaks for various boxes
surface material for various boxes
Deleting more old menu stuff
main -> mountplayersync_ai_bypass
Add another query check for native grids. dont set water infos if queries dont find anything
Audio chanes for the large creak sounds on modular boats steering
Started deleting old menu stuff, moved things around
stone box matrix added, icon updated, prefabs updated
Added skip main menu warmup option to the preferences
Sort pref fields alphabetically
Update: add TestLoad that exposes a bug for caching onCycle
Still not the one I'm looking for, but would bite eventually
Tests: ran unit test - fails as expected
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Dev tools tab are instantiated on init instead of sitting in the prefab
Admin only tab setup
Added teleport button to admin UI player panel
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cherrypicking
139699 Mark Box_2, Santa-Hat, snowman fbx's as r/w
merge from sss_profile_cleanup
merge from naval_ITem_desc
merge from planner_viewmodel_clipping_fix
merge from adventcalendar_resetstate
merge from rpg_redirect_fix
merge from Youtooz_GroundwatchFix
merge from TechTreeT2_Muzzlebrakefix
merge from BearSkinRug2_Reloaded
merge from Xmas_CollisionMesh_Fix
merge from building_blocks_skin_and_fixes_dec25
merge from YouTooz scientist plushies LOD fix
cherrypicking bamboo_shelve_stacking
upressed SKS skinnable texture submissions to 2k from 1k
scrap box matrix added, updated icon, prefabs updated
supply lightdir/color for water again, adjust texture formats
fix double-rendering atmosphere
sync Rust.RenderPipeline changes:
- fix missing shader parameter for legacy shadow caster shaders
- render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render)
- make camera context directly accessible by the camera component
- add RustRenderPipeline pipeline shader tag
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat