141,764 Commits over 4,413 Days - 1.34cph!
Update(tests): add a couple more perf tests
- AllocDeallocMT -> AllocDeallocMTLongLived (biases Get, then Free operations), Avg: 3.56901ms
- AllocDeallocMTShortLived - fetches and returns to pool immediately (to evenly spread pressure), Avg: 3.01974ms
- AllocDeallocMPSC - simulates multiple-producers-single-consumer (emulates network write thread under jobs 2) Avg: 12.20773ms
All cases - 32 tasks doing 1k allocs
Tests: ran perf tests
set dressing push on marketplace
optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
NRE fix for UI_Store.OnWarmupPage when the manifest is null
merge from store_nre_fix2
Fixed TestRunnerWindow error when opening foldouts
CTRL + Click on an asset path parameter pings the asset in the project window
Added to right click context menu too
merge rust_relay_server -> main
merge main -> rust_relay_server
Mortar animator blend values updated
Better logging on RustTestFixture::SpawnEntity
Merge from parent (needs codegen)
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Merge from terrain_renderer
merge from mortar_prototype
Updated Mortar and ammo descriptions
Fragmenation Mortar shell
Radius 3.8m > 6m
HE Mortar Shell
Radius 3.8m > 4.5m
Explosive damage 45 > 60
Remove GPU device check testing functions and command
Revert terrain culling ConVar back to admin
Restrict Mortar from primitive
Use local top down hole map for non-screen space rendering (shadows, probes)
Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain
Render out stencil results to R8 hole mask and clear depth for those regions
Handle alternate topdown render of hole volumes
Use separate editor command buffers for hole rendering and terrain depth prepass
Add Hole editor script
New ChildAnimatorSubSystem
Runs an entirely independent controller
Has it's own weight, can target specific layers, etc
Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
Add a warning to the state sync editor if the state name is incorrect
Fixed lower case Attack on StateSync components (sks and paintball gun)
Removed old AiManagedAgent class, old and useless
Subtracted
150385
Ammo type ui icons & colour consistency fixes.
Setup anim events for toggling visibility of arrows on worldmodel
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs
Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
Cherrypick
148619 (fix full rebuilds not working) since it never got cherrypicked to main
merge from fix_assetscene_deepsea -> main
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Potential fix for zombie NRE on _agent == null in tests
Potential fix for zombie NRE on _agent == null in tests
Fix deep sea manager being put into the bootstrap scene
- prevents all deep sea content needing to load before the menu is able to load
Fix zombies breaking automated tests
Fix zombies breaking automated tests
fix ColorEx WithHDRIntensity, missing alpha copying
Add throw timer, if the timer runs out before you click to throw, it'll throw for you
- reticle changes colour and flashes when low time
- UI has timer text display
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities)
- confirmed no longer packed into the AssetScene-props scene
- removes 250k components for all 4 floating cities
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"