108,630 Commits over 3,867 Days - 1.17cph!
Switched from showing `KK` -> `M` for millions and `B` for billions
Adding `--raw` to `print_memory` will print out the raw number counts instead of rounding them to thousands, millions or billions
Update: Migration to "unsafe" FreeUnmanaged - Interface Code
This CL contains all cases where we call FreeUnmanaged with T : interface - this is dangerous because we don't know whether T is IPooled or not. If/when in the future we make FreeUnmanaged to skip invoking OnPoolEnter, this will lead to leaks/bugs.
Tests: Built all targets.
Moved the oil rig prevent building volumes under the gameobject holding the MonumentInfo, so GetMonument does not return null and deploy volumes ignoring monument can work properly
This fixes tin can alarms not deployable on oil rigs
Also fixed the BBQ sitting in the water following the recent missing prefab fix
S2P
Update: Migration to "unsafe" usage of FreeUnmanaged - Generic Code
These cases are part of generic code that either provides containers/algos for other parts of logic or part of currently-dead code. They're unsafe because if they start getting used with T : IPooled, then in the future if/when we change Unmanaged to not check IPooled it might leak/bug out.
Tests: Built all targets.
Merge from gameplay_analytics_convar -> main
Tweaked and relaxed the not-inside checks to fix invalid placements on slopes
Not deployable on harbor swing bridge and containers
- Changed the swing bridge layer from 'World' to 'Vehicle Large'
- Added a prevent building volume to the containers
Update: New CodeGenerator for Pool.FreeUnmanaged<MemoryStream> change
* CodeGenerator built with a3cd77f3 from FreeList-Depr branch
* This replaces all uses of Pool.FreeMemoryStream in Rust.Data/generated/ProtocolBuffers.Serializer.cs
Tests: built all targets in editor.
Removed some spam now I've tracked down issues.
Found and fixed cause of repeat skin changes not working.
Added Frontier Hatchet Cinematic Materials and Textures
Removed double dismountPositions loop in gizmo method
exported wolf run hit 2 anim
Wire not deployable on elevators
merge from ragdoll_as_mountable
reworked ragdolling as a mountable
Fixed vehicles still colliding with the wire end collider
merge from motorbike_headlights
merge from patrolheli_fixes
merge from shipping_container_spraycan_fix
merge from homing_spectate_fix
merge from trainyard_wall_lod_fix
Added Boomerang low poly. Material and WIP Textures
tin can alarm cinematic material/textures
Added Croc to hunting trophy, modified corpe prefab, changed Item definition in croc prefab.
enabled ppd on brick piles
Fixed a wall with incorrect LOD values in trainyard culling too early
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
Start refactoring EventRecord.Submit() to static SubmitPoint() (so we can force use of uploader classes in future)
Remove eventrecord blacklist (was used to stop uploading of frequent events) because it's not used and complicates code
- if events are spammy we can remove them
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
Merge from zipliine_improvements
Increase max zipline length to 185m (was 175m)
Fix sidecar bike pulling slightly to the right again
Give all bikes a bit more air control power
Make sidecar bike control much more similarly to the standard bike
Minor scrap transport damage fx improvement.
Improving patrol heli damage fx WIP.
Merge from zipline_improvements
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning
Increased the maximum distance a zipline can travel to 175m (was 150)
This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release)
The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
Not deployable in large hollow trees
Fire damage do not trigger the alarm
Additional checks on wire deployment
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