138,623 Commits over 4,352 Days - 1.33cph!
nice new shiny store icon for egg suit
Switched yellow panels mat on Kiosk A to rentable shop specific one, and enabled blends. Added ms map. Deleted now obsolete blockout meshes. Added some offset to trims in Kiosk A.
Merge: from dynamic_object_work_queue_shrinking
- Optim: ObjectWorkQueues now shrink to larger capacities overtime
Tests: procgen map, ensured outpost turrets still tracked and fired at me
Update: debug.printqueues now also prints queue capacity
Tests: printed queues while being blasted by turrets
some splats tweaks
polished the roof hatch look a bit
more decals on roof walls
Optim: ObjectWorkQueue now shrinks to dynamically adjusted minimal capacity instead of 0
- explicitly calling Clear resets the state back to inital 256 capacity
Grows capacity by 10% every minute if 60 overcapacity events have been recorded. This should eliminate allocations for bursty workloads in long term.
Tests: visited outpost, got blasted by turrets
Edited mount positions for various chairs
store icon and steam images for rustige egg amethyst
merge from new_console-ui
Added a ConVar and a multi-compile for toggling cached shadow maps
fixed crate_tools having wood fx
setting up M16a2 prefabs for world model/animations
merge from new_console-ui
Error assert and exceptions can share the same bucket, they have the same color etc
Merge from chainsaw_hotspot_gathering
merge from useplayerupdatejobs 3
Fixed colored background on console entries not working for asserts and exceptions but for real this time
Ensure player fly/speed states are expanded when a new player is added to the PlayerCache, preventing out-of-bounds when initCap is exceeded
Removed global.error, we now have debug.testerror
Fixed colored background on console entries not working for asserts and exceptions
Bring back the ❌ when hitting 🎯 trees 🌳 with chainsaws 🔗🪚. It now attempts to respawn close to the last hit point rather than jumping around the tree if hitting with a chainsaw. Is still always automatically hit regardless
Fix item redirects of the chainsaw not also bypassing the hotspot minigame
The ❌ decal no longer interacts with the wood hit particle effect when being hit
Fix one of the logs not being prefixed correctly
merge from new_console-ui
Changed the strange 'Manifest Assets Loaded' log breaking TMP
Fix RebuildTilesInBounds not working on independant navmeshes
User submitted commands are green + some other stuff I didnt save
Postfix all navspace Vector3 variables with "NS" and worldspace with "WS", ideally they'd have different types to prevent user error but that's a first step while we still support the unity navmesh
Comment out some old left over editor ddraw
apartment complex initial roof layout and some set dressing
monument S2P
Pressing tab auto accept the first auto completion entry
User submitted commands can't share the same bucket as regular logs (they have different colors)
Console auto complete buttons:
- Description has its own color
- Tweaked the command name and input bar colors
- Removed the space in between realm and command name
- Auto complete entries are as wide as the input bar
- Rows are a tad smaller, it can fit 6 now
latest m16a2 viewmodel anims exported
Merge: from fix_invoke_flood
- Optim: prevent repeating invokes flooding work after stalls
Tests: observed animals moving normally
Optim: change scheduled time for repeating invokes
Previously, we would schedule repeating invokes from current time, meaning overtime they would drift towards one frame, causing work spikes. Now we maintain interval in respect to original time, which should preserve original scattering
Tests: ran around with a lit torch on procgen, some wildlife moving
When updatePosition is true, the nav agent will convert from nav space to world space before applying the position
More work on Kiosk A and decals
Fix potential issue if we spawned an npc on a moving navmesh after it started moving
merge rust_relay_server -> main
reduced packet spam, send stringPool as dict
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Console entries are colored via the text instead of rich text
Add an '>" to user submitted commands
Default log color is brighter
User submitted commands color matches the input field text color
Error logs have a coloured background
Updated silly horse mask
Reverted prefabs to older versions and rebound bone array