130,413 Commits over 4,201 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                initial engine forces
- steering derived force direction
- separate convar for position influence, much weaker than sails
                
                
                
                
             
         
        
            
            
            
                
                improving culling selection on medical barge for reduced popping
                
                
                
                
             
         
        
            
            
            
                
                Restore broken Desert_Dwelling_double_A.prefab corrupted in 
122570 on scientist_iteration branch.
Fixes it randomly preventing server startup when trying to be spawned by abandoned military base
                
                
                
                
             
         
        
            
            
            
                
                improving culling selection on supplies and prison barge for reduced popping
                
                
                
                
             
         
        
            
            
            
                
                Engine basic functionality but no forces applied yet.
                
                
                
                
             
         
        
            
            
            
                
                Fixed entrance portal buoys spawning out of valid bounds
                
                
                
                
             
         
        
            
            
            
                
                model refresh for the medical syringe 
textures and material 
(new folder - kept old so can be replaced)
                
                
                
                
             
         
        
            
            
            
                
                rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
                
                
                
                
             
         
        
            
            
            
                
                PTBoat script handles loot spawning rather than the spawner itself
This means console command spawned boats will spawn their loot properly
                
                
                
                
             
         
        
            
            
            
                
                Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
                
                
                
                
             
         
        
            
            
            
                
                Merge: from baseplayer_vis_nre
- fixed false positive logging, better logs
Tests: built standalone and connected to staging server - no extra errors on connect
                
                
                
                
             
         
        
        
            
            
            
                
                Update: move breadcrumbs a bit to get better callstack
- eliminated a false-positive
Tests: built standalone and connected to staging - no more error logs on connect to server
                
                
                
                
             
         
        
        
        
            
            
            
                
                initial Terrain_WaterHeight separation and dummy data for both
                
                
                
                
             
         
        
            
            
            
                
                Rust 12th Birthday Cake - Created optimized mesh LODS for world model and viewmodel. Updated projectile, wm prefabs.
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed deep sea exit portal not working
                
                
                
                
             
         
        
            
            
            
                
                Removed obsolete tags from floating walkway kits
                
                
                
                
             
         
        
            
            
            
                
                Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
                
                
                
                
             
         
        
        
            
            
            
                
                Removed the random GiveUp text ddraw randomly telling me to give up in editor
                
                
                
                
             
         
        
            
            
            
                
                Fixed IsInsideInnerBounds returning false when in the deep sea
                
                
                
                
             
         
        
            
            
            
                
                Added Spike trap model component
                
                
                
                
             
         
        
            
            
            
                
                reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping
raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise)
added a regular props_culled culling group for props on the outside to cull like other barges
re-organised prefab categories to be in line with other barges hierarchies
added some polygon surfaces inside the casino floors to help with automatic culling of objects below
                
                
                
                
             
         
        
        
        
            
            
            
                
                Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
                
                
                
                
             
         
        
            
            
            
                
                Casino structure prefabs: ensured world layer on mesh object
converted renderers to use MeshLOD when possible
RendererBatch added where it makes sense
Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
                
                
                
                
             
         
        
            
            
            
                
                merge from boatspawner_nudge_fix
                
                
                
                
             
         
        
            
            
            
                
                ▌█▇▉▆ ▋▅▍▇ █▍█▇▆▇▇▇▉_▍▍▌█_▊▄▊
                
                
                
                
             
         
        
            
            
            
                
                 merge from iceberg_icesheet_barricade_fix
                
                
                
                
             
         
        
            
            
            
                
                Fix typo in CommandBuffer.EndSample() name
                
                
                
                
             
         
        
            
            
            
                
                floating_city_casino signs prefabs layers, missing mesh cull
                
                
                
                
             
         
        
            
            
            
                
                Rust 12th Birthday Cake - Added subsurface profile bind to the world model prefab mesh.
                
                
                
                
             
         
        
            
            
            
                
                Start with simple culling of frustum planes on main thread
- cuts command buffer from 0.40ms -> 0.10ms (0.20ms on 2.5km render range?), increases creation of CommandBuffer from 0.10ms -> 0.13ms
- add more profiler samples
                
                
                
                
             
         
        
            
            
            
                
                Add sample names to the FillCommandBuffer_Depth CommandBuffer so you can see how long the WaterCamera part of the command buffer takes and how long specifically for lakes and rivers to render
                
                
                
                
             
         
        
            
            
            
                
                Added SkinnedMeshBaker to player model, switches to a non skinned mesh at 10m (obviously too low but good for a/b testing)
Added graphics.bakedSkinnedMeshes and graphics.RefreshAllAnimatorLods convars for testing
Seems to save about 0.6ms/frame in an isolated bandit town
                
                
                
                
             
         
        
            
            
            
                
                AnimatorLOD now has a BakedSkinnedMesh field, if assigned the skinned mesh will be baked and the LOD will switch to that renderer when the animator is disabled
                
                
                
                
             
         
        
            
            
            
                
                Remove all Linq usage in PlayerModel (not really related to this task but should help garbage)
                
                
                
                
             
         
        
            
            
            
                
                Subtract 
133193 (cinematic_play_fallback)
                
                
                
                
             
         
        
            
            
            
                
                Merge from naval_update/floating_cities
                
                
                
                
             
         
        
            
            
            
                
                Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless
S2P floating city 1+2+3