120,505 Commits over 4,018 Days - 1.25cph!
revert underwater effects merge to figure out server issue
Merge: from profiling_improvements
Tests: snapshot on craggy in editor
Merge: from main
Tests: none, no conflicts
Update: Further removal of about 10% methods from perf snapshot
- Built using e70c083b
Tests: took a snapshot on craggy
lowered the ground under the zigg pond water to allow swimming effect to work
Fixed a null ref when comparing identical environment volumes
cherrypicking broadphase_abp
SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
Merge: from listcompare_optim
- ListHashSet can now be pooled and supports Compare
- Optim Networkable.UpdateSubscriptions via ListHashSet
Tests: unit tests
Merge: from main
Tests: none, no conflicts
Clean: simplify code via ?. notation
Tests: unit tests
Optim: Constain List<T>.Compare to only works on List<T>
This removes remaining 4 boxing allocations
Tests: unit tests
Optim: Use ListHashSet<T>.Compare in UpdateSubscriptions and UpdateHighPrioritySubscriptions
Tests: none, trivial change
Update: Network.Visibility.Provider works on ListHashSet
Tests: none, simple changes
Update: Facepunch.Pool now supports ListHashSet
- gave ListHashSet a default ctor
Tests: unit tests
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
Update: ListHashSet has it's own specialized static Compare method
- Replciated tests from ListExtensionTests for ListHashSet
Tests: ran unit tests
lower ziggurat terrain position in Z, then resculpted to meet the ground line
▉▊▌▅▄ ▅▅▇▄ ▍█▆█▇▌_▋▆▆█▆▄▉▄▊▇▆▅▍▍▇▇▉_██▆█▊
Fixed warning spam when painting on a mesh without a uv2 channel
Use entity display name from PrefabInformation component for Rust+ death notification if available
Merge from GetCurrentUndergroundLayer_nre_fix
Speculative MapView.GetCurrentUndergroundLayer NRE fix
Snake loco fx WIP & related files.
Remove Facepunch.Editor reference
Fixed outbreak sprayer item id
Remove dismount handling on VineMountable
Slight collider tweak to fix some deadspots for resource gathering on vine tree
More work on handling player movement properly when a vine tree is destroyed
▇▌█ █▋▅█▅█▊▊▋▊▆█▌▉▍▄▆▆▉▉▄▌▇█▄ ▉▍ ▊▅▆▍
Another distance interaction fix
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
Include vehicle detailed layer in vine dismount check
Fixed blurry spraycan sprays.
Applied lighting to Ziggurat A.
S2P
(Small trigger code bug exists on Asana)
Fixed a couple of inverted triggers.
Renamed new lighting prefab.
Added occluders to Ziggurat lighting.
Deleted the old lighting prefab.
Train tunnel entrance bunker terrain anchor fixes
merge from underwater-effects
- color space fixup
- fix water line lighting, have color+reflection match the water surface
- remove old stuff
Optim: List.Compare now uses pooled hashsets instead of hashing-and-sorting
2x faster. Now, just need to see if I can get rid of these remaining allocs (just 4 per stable run)
Tests: unit tests
▆▍▉▋▉▉▇▊▅▊ ▋▋▅▆ ▉▄▆▆▆▌▊▌▍ ▊▅▄▆▇▄▅▊▄█▇▇▆▉▊▇▆▇ ▆▋▄▍▌▊ ▇▋▋ ▌▊▆▊▊▇ ▍▍▉▉ ▇▍▉▍▄▋ ▆▌▌▆ █ ▉▌▄█▇, ▅▍▊▇▇▍ ▊▇▇▄▌ ▋▊▄▇▊▅▌▍ ▇▋ ▋▄▆ ▉▌▉▉ ▆▇▌▅▆