157,135 Commits over 4,566 Days - 1.43cph!
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Disable turn in place on NPCs
exported updated warhead garage door anims
merge from modulator_as_struct
Improved the existing and spammy "Model PreProcess on X: Duplicate bone name: Y and they both have colliders" warning - now only checks for colliders on "hittable" layers which actuall cause issues with duplicate bone names
Add new automated test looking for these issues for all prefabs with model components
Finds 34 cases where colliders will teleport impact effects / thrown projectiles around on hit
Fixed some duplicated geometry in gas station, S2P
Lighting balance in characterstage, room is a bit darker
Disabled ~20 lights that weren't really doing anything
Some charactershotsettings tweaks
ResetStaticFields on UIInventory, fixes get_Eventsystem error when entering playmode
Fix sam site server targets list not getting reset, causing error spam on subsequent play mode sessions
Updating viewmodel skinning
Same deal with adrip1, removed duped font and made a material
S2P apartment complex
Fix another "Some objects were not cleaned up when closing the scene"
Set NotoSans to non readable
Fix the "Leak Detected : Persistent allocates 4 individual allocations. To find out more..." logs that appear after every recompile
Came from TerrainTexturing, AtmosphereRendererAmbientPass and VolumeClouds
Regenerated NotoSansCJKsc-Bold SDF to extended ascii only, CJK is covered by other fonts already
Disable pool.debug by default in editor
Fixed duped NotoSans fonts used for apartment mailboxes and doors
Apartment complex S2P
Restored TMP missing font log warning on the client
Restored TMP missing font log warning on the client
Skull Wall Lamp - added worldmodel prefab
merge from skinviewer_bg_fix
Fixed skin viewer backgrounds compression
Scrap king / updated half height texture with some more dirt and details
Fixed pickup and move sounds for tuna can skull lamp.
Hide "Indirect Instancing: Assuming unit cube..." debug logs behind instancing being enabled
Hide "Prefab has a Poolable component..." logs behind pool.debug
Remove "Threaded texture creation has been enabled!" debug logs, not needed anymore
Fix another "Some objects were not cleaned up when closing the scene" error when exiting play mode
Fix scene loading and steam platform log handlers accumulating every session with skip domain reload enabled, spamming logs when entering / exiting play mode
Remove FOV animations on reload
turret_viewmodel -> pt_boat_turret_rewrite
merge from skinsmemory_optims
Cherrypicked
167938 "Fixed invis or disconnected players blocking halloween candy spawning"
merge from egghunt_spawning_fix
Upgrade Instancing to submit calls via new BatchDrawCommandIndirect API
Fixed invis or disconnected players blocking halloween candy spawning
Put per-instance data in a structured buffer rather than a raw one
Use a GraphicsBuffer for the (identity) visibleInstances indirection buffer to make BRG happy
Restore SRP Batcher compatibility of Rust/Standard
merge from pendingnotice_fix
Fixed pending item notice error (shows up when buying something from the marketplace terminal)
Fixed bootstrap non interactable modal
Fixed missing font server log
Skin viewer uses mip 0 always
Attempt at making downloaded skins streamable like bundled skins
Instead of uploading every mip to VRAM, we save the compressed mips RustNative builds to disk and let Unity stream them
Needs our custom Unity because we can't make textures created by script streamable
13 skins downloaded, went from 210MB to 4.7MB VRAM (one skin in front of me at mip 0, same spot)
- Fix aim inconsistencies
- Fix viewmodel not playing the right anims
Monument blockers outside military tunnels now require explosives to break through, same as the ones in front of red card rooms
exported warhead garage door anims