141,693 Commits over 4,413 Days - 1.34cph!
Restrict Mortar from primitive
Use local top down hole map for non-screen space rendering (shadows, probes)
Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain
Render out stencil results to R8 hole mask and clear depth for those regions
Handle alternate topdown render of hole volumes
Use separate editor command buffers for hole rendering and terrain depth prepass
Add Hole editor script
New ChildAnimatorSubSystem
Runs an entirely independent controller
Has it's own weight, can target specific layers, etc
Added a dropdown to the player animator that detects this and allows us to switch between multiple controllers for easy debugging
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
Add anchors to generic overlay, attach mortar display to center anchor + some offset.
Add a warning to the state sync editor if the state name is incorrect
Fixed lower case Attack on StateSync components (sks and paintball gun)
Removed old AiManagedAgent class, old and useless
Subtracted
150385
Ammo type ui icons & colour consistency fixes.
Setup anim events for toggling visibility of arrows on worldmodel
Use object.ReferenceEquals instead of == null in RustNavMeshAgent::TryGetAgent, fixes a random nre when spawning npcs
Removed serialized animation curves in BaseNpc.Stats, it was causing a mysterious native crash when spawning the zombie prefab (wtf)
Cherrypick
148619 (fix full rebuilds not working) since it never got cherrypicked to main
merge from fix_assetscene_deepsea -> main
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Potential fix for zombie NRE on _agent == null in tests
Potential fix for zombie NRE on _agent == null in tests
Fix deep sea manager being put into the bootstrap scene
- prevents all deep sea content needing to load before the menu is able to load
Fix zombies breaking automated tests
Fix zombies breaking automated tests
fix ColorEx WithHDRIntensity, missing alpha copying
Add throw timer, if the timer runs out before you click to throw, it'll throw for you
- reticle changes colour and flashes when low time
- UI has timer text display
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities)
- confirmed no longer packed into the AssetScene-props scene
- removes 250k components for all 4 floating cities
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
Update: rewrite pool as a circular buffer with 0 locks
Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more
ST avg: 0.62554ms
MT avg: 9.92301ms (dafuq?!)
Tests: ran unit and perf tests
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
Update(tests): AllocDeallocMT perf test scope annotations
Tests: ran perf test
Fix tutorial bear and unused sharks causing errors with new navmesh
Bugfix: ensure Pool.Fill keeps items in use valid
Tests: ran unit tests
Merge from workbench_upgrades (Recycle balance pass, description updates)
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Merge to workbench_upgrades
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
Added Ballistic helmet model, material, and textures. Set up prefabs.
Synch trajectory lock state correctly for all control paths.
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
Salvaged Cleaver audio file tweaks
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
industrial garage door
- minor texture tweak
Adding extra wheel joints for bowless crossbow world rig
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
Update satellite control computer prefab with a desk and computer.
Update mount/dismount/eye positions.
Placeholder UI tweaks.
Convar descent time.
Rework UI flow.
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switched GPU instancing on