192,987 Commits over 4,049 Days - 1.99cph!
fix dimmed directional lighting in icon render scene (should also be fixed in all other places where this happens)
merge from jungle_update/hunter_vision
Null checks in HunterVisionManager, just in case
jungle ak - deleted old aztec folder and blockout mesh
Generate trails when the buff starts, disabled position sampling on animals when the client doesnt have the hunter vision boost active
Changed how ScentEmission knows when the buff started/stopped
Added ScentEmission to all animal corpses
Industrial bucket and mop LOD0 setup
Merge: from main
Tests: none, no conflicts
Added a partial fix to the rendering and exporting of icons. They're almost fixed but they appear slightly dimmer than release.
Bugfix: ServerProfiler - ensure worker threads that get created initialize with the right fixed buffer size
- built from 76319c30 commit
Previously they wouild initialize with the default 16KB.
Tests: perfsnapshot_stream in editor on craggy with varying main thread buffer sizes
Scent emission can be transferred to corpse, so the trail doesn't disappear when the animal dies
Logic fixes
Update: profile.quiet persistent server command to control whether perfsnapshot commands should post chat messages
Tests: ran perfsnapshot_stream with quiet set to true - no chat messages
First pass view model camera animations for all melee weapons
merge from main -> building_los_fix
Update: perfsnapshot_stream [Name, MainThreadBuffer, WorkerThreadBuffer, Debug] server command
- Fixed string buffer over-allocating (need to replace it with a memory stream)
- Fixed frame index wrapping due to now being able to larger than byte.MaxValue
- Fixed invalid final mark reconstruction that would lead to 180d+ slices
Allows streaming of up to 128MB of performance data before generating a snapshot. Seems to be stable up to 64MB, but afterwards it's a bit of a dice-roll. Haven't caught where it's failing yet.
Tests: perf snapshot in editor on craggy.
Restrict texture streaming debug ConVars to development builds only.
Reimport mangled cocoknightarmor_arms.icon.png.meta as text (was binary)
Merge from rust_companion_boot_fixes
Make Rust+ companion server boot more robust (fix NRE getting public IP, better handling with gamemodes)
added thickness to jungle skin wall.window frame in bid to rid wallpaper of zfight
m_boat greybox parts and folders prep
Removed broken stair piece from Zigg entrance that was causing collision issues,
Merge from jungle_update (tiger leap NRE)
Fixed blurry tiger clawmarks.
Fix NRE when tiger jumps to unreachable target
Fix tiger floating after leap
Better fsm logging on recursion and state enter/exit
Have tiger flee permanently if the player dodges the leap
Decreased atmospheric haze in the jungle biome.
(Better haze system coming in a subsequent patch.)
Put every vine in the update queue (if in a demo)
Fixed colliders in trumpet_tree_saplling b and c
Update: ServerProfiler - initial FixedStorage support
- Added test for FixedStorage snapshot recording
- update ProfileExporter to handle FixedStorage binary stream quirks
- updated binaries based on 2ce19cfe
New mode will allow us to stream profiling info until the buffer fills up. RCon commands will come next
Tests: unit tests
Add y-axis fade controls to foliage billboard shader
Renamed jungle animals wallpaper 'Jungle Sigil' -> 'Jungle Animals'
merge from jungle_update/hunter_vision
Initial trail generation fixes
Kapok and mauritia billboard dithering fix attempt
Half Height Salvaged Bamboo Shelves - Fixed stacking
Fixed jungle ak vm errors
merge from minutes_played_fix
helicopter_targetting_nre -> main
Helicopter player targetting null check, it should never be null? But lets check just in case
Should fix frozen Heli and NRE spamming
exported edited vine swinging animations
Fixed buff started/ended logic
Bug Fix: Fixed the player skin rendering in the player preview screen
vine_double_descent_animation -> main
Add a tiny bit of exit time to allow the descend true flag to come in, a small amount is enough