145,788 Commits over 4,444 Days - 1.37cph!
merge from main -> apartment_complex_monument
merge from lockpick -> apartment_complex_monument/prototype
merge from cannon_mortar_subsystems
Add Play() to child animators, fix mortar desync from spamming, fix animation handle copies never being disposed
Glowing wallpapers - texture updates
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merge from fix_server_browser_compression/http_clien -> main
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo
Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages
Update all existing resource entities so collision meshes are held in the new arrays instead
Update collapse blocker to correctly swap out its colliders at each stage
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Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts
Existing 10k test is a bit unrealistic (even if shows nice improvement)
Tests: ran perf tests
Loot ground scatter now has additional checks
Added reverb zones to complex_b and damaged_wing
FPV Goggles - Initial prefab setup, added placeholder model, ran manifest, added localization, mesh not visible on player yet
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
Lighting prefab.
Exit sign layer shift to stop it from being reflection probed.
SatellitePendingCrashSite prefab fixes
Fix compile error after merge
vending_stats_crash_fix -> main
vending_stats_page_fix -> main
merge from main -> fix_server_browser_compression/http_client
- Remove some test code in for disk
- Add using statements
Fix foliage rendering with camera motion blur
apartment complex HLOD and S2P
some material saves
placed new decals in core and wing of apartment building
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
Fixed discord signout button showing under the social menu
- Updated subsystem with bespoke animator
- Removed holdtype controllers
- Updated entity
set of projected decals graffiti for the apartment complex interior areas
Communal area core LODs/mesh fixes/baked LODs/COL and prefabs
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason)
Fixed telephone using wrong player animation
Fix phone handle alignment with r_prop
Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
Stop duplicate stats pages opening on top of each other
convar_odd_lookup_behaviour -> main
Fix 'global.x' console commands leaking into other namespaces
The console's "global namespace" shortcut was also firing for
explicitly-qualified input
- Add unit test
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
Update: GetWaterFactors - fetch parent entity only once
- updated perf test to have 5% to spawn parented player
Tests: ran unit tests
Added Exp2 method to RustRenderPipelineSettings and added the compute shaders needed for auto exposure to the pipeline settings and resource data context
micro-optims for triangle processing jobs
Optim: GetWaterFactors - add overload that can use cached mountables states for active players
- amended perf tests to spawn players with 5% chance to be mounted
400 batched queries: 0.6ms -> 0.55ms (serial are 2.32ms)
Tests: ran unit tests
Updating poker bandana to V4 skeleton
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