194,025 Commits over 4,079 Days - 1.98cph!
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Uploading the symbols: using the %builddir% variable in teamcity.
Tweaks to the UploadSymbols script
[D11] Cut out a little more of the profile marker overhead in a final build. Currently all of the C# side is left intact, only the engine side is compiled out. The main reason for doing this, however, is that it fixes the graphical corruption various people have got when trying to make their own master builds, and there is a runtime graphical corruption bug which looks like it might be the exact same thing. Investigation into exactly what is going on here continues, as there may be an underlying memory scribble, as the reason why this is a problem is not understood.
vendor update
rugs cost 25 cloth instead of 100
Lowered water intake amounts
[D11][#3893] Pickup radiius doubled. (Configurable within the WorldModel script.)
[D11][UI][#3855] Fixed death screen been navigable before fully displayed
Made internal Get_Color stuff more consistent across the Lua API
[D11][FP Feedback][Graphics][#3902] Fixed doors occlusion culling bug
Decal rotation fix, and cleaned up effect throttling
[D11][UI][#3897] Removed un need menu tip
[D11] Added a Log Message call for server shut down so Rustworks can shutdown a server proper before killing it.
[D11][UI] Re added server name to ingame options. [#3854] Fixed issues with toggling off pause menu
[D11][#3803] Ladders are no longer rotated 90 degrees.
added potato clone icon, unhid clone items.
[D11] Weighted vertex normals for Assets\Prefabs\Building
Script to upload Xbox Symbols to a symbol server + symstore.exe from Debug Tools for Windows.
weapon_base doesn't error when given to NPCs
Cherrypick the fading decal stability fix
Updated r_studiodecal.cpp to CS:GO version, and fixed graphical artifacts with unnecessarily high poly models
DTLS Update
Got rid of the main weird callback mechanism in the DTLS code for getting the messages ( the bridge between c# and c++ ). The code is simplfied, more intuitive, quicker ,natural + more garbage/memory friendly. The c# gets the messages from the c++ more naturally/explicitly. I've tested ps4 and editor and it seems fine ( but just want to give a heads up in case everything blows up ). I kept seeing DTLS stuff in the GC cleanup ( + all that ScopedAllocator stuff in pix looked well over the top in the callback ).
[D11] + Missing script which handles brightness of stars during the day and night
Log tier new blocks, includes models/gibs/col
[D11] Added check to prevent platform icon appearing in the event of a suicide
Fixed a freeze with decals on unnecessarily high poly models
Changed menu option order for cloning
fixed sprinkler anim final frames so they loop properly
[D11][FP Feedback][Gameplay][#3890] Player can interact while aiming
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[D11] - tweaked colour grading
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Fix UI info on the power sockets on the fluid switch displaying the incoming water as power
Remove art on server for composter
Add grass displacement volume