139,917 Commits over 4,505 Days - 1.29cph!
optimised wooden storage box - LOD0 now under the batching vertex cap with no changes to skins
LOD0 999 verts, was 1,391 so it never batched inside 10m
the whole chain LOD0-3 now batches, around 30 to a draw call per band
Added the missing night light renderer feature to the DefaultRustRenderer asset
Crystal AR - updated item names & descriptions, tweaked sapphire material
Fixed the ambient lighting on view model objects being incorrect when looking at the sun
Bugfix: fix loading prefabs from asset bundles via nested components
Tests: booted in bundle editor, was able to click on shop UI
Undo: pulling in originals is unnecessary atm
Not doing it avoids accidentally pulling in unexpected prefabs that can be used outside the dynamic bundle
Tests: none
Industrial crafter doesnt need to be started again after a power loss
Cherry Picked
162328 (Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer)
Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer
optimised small stash and gave it a world model
removed the fraying geometry that carried a second material on LOD0/LOD1 tht was never displayed anyway.
submeshes LOD0/LOD1 2 > 1 now both draw in one call instead of two
converted to MeshLOD - also removed a duplicate Model component that had been sat on the root since 2019
new small_stash.worldmodel so you can see what you're dropping instead of burlap sack. LOD0 is cheaper than burlap sack.
Updated MissionStash, DynamicMissionStash and LogStash which embeded the same meshes and still had the old 2-slot material array against a now 1-submesh mesh.
converted those to MeshLOD as well
Gamepad cursor can be resized. Added UI slider to gamepad options
Create a nicer cursor in code for now.
Change colour on hover state.
Refactor my quick merge fix
Merge from main, including fixes
Merge from playerboat_decay_fix
Thread safe saving, also gate it beind forDisk while I'm at it.
Restored infiniteIoPower convar
Changed conveyor tests to use IO2
Updated w_uzi to remove error
Converted the electricity part of all industrial items
merge from save288 - Staging wipe!
network++
save++
persistance++
merge from monument_blockers_fixes
S2P all blocker monuments
Merge from hlod_improvements_aug_26
Increase decay grade period to 24 hours for all monument blockers
Monument blockers can no longer take fire damage
More than doubled the speed of the MeshTrimmer stage of HLOD generation
Only readback the texture once, not per ray
Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid
Do the dot product check before the ray, halves the number of rays
Removed a bunch of allocations (it's editor code, but still useful)
Full S2p with HLODs:
Launch Site 9:33 -> 2:18
Water Treatment -> 2:23 -> 0:51
S2P Launch site
Fixed previous HLODBounds BiomeVIsual changes accidentally including LOD components in a HLOD mesh that were outside of the range of the bounds
Only really an issue at launch site as it's the only monument where we run 2 HLODs, all other monuments use 1
Fix a 4 year old bug: being able to move items into the output of a furnace by splitting them into the output slots
- the reason I avoided it was you have to modify all the ItemFilter methods in the project and add a BasePlayer parameter
- this allows us to block the player moving items into the output of the furnace but keep the furnace able to move cooked items into it's output
Fix items that are both cookable and compostable (meat) using the lesser of the two times for composting instead of the correct time for each
Fix the composter showing "Furnace" in the loot panel title instead of "Composter"
Don't show the icon as burning when it's inside the composter
Fix item creation loop running for 0 amount (due to chance of creating fertilizer) so early exit if chance fails
Increase the smelt speed of the composter so it behaves the same as before when you were splitting stacks (same as furnaces were back in the day)
Fix composter set to only accept food from old prefab / item filter setup
Fix items that are compostable but don't produce any compost being allowed in the compost (because ItemModCompostable is used for bait value)
Fix the loot panel for the composter not working the editor
- OnValidate() was overwriting the offset of the inventory panel