139,472 Commits over 4,352 Days - 1.34cph!
exported 3p raft paddle idle anims
fix wheel spinning properly in rivers
Merge: from defer_tick_analytics
- Optim: start analytics tasks earlier to avoid blocking main thread
Tests: Jobs3 on craggy in editor
Update: bring back pooling for ApplyChangesParallel_AsyncState
Theorising it'll be safer for hot-reload/manual domain reload flow
Tests: craggy with jobs 3
fix NRE equipping tank top
Updated the Rust.RenderPipeline package and fixed compatibility issues
Update: skip creating analytics task if analytics is disabled
Tests: none, trivial change
Optim: Jobs 3 - kick off analytics tasks earlier in the frame to avoid potentially blocking main thread
It will overlap with server occlusion, which sohuld give it extra time to finish.
Tests: none, trivial change
Second pass (sorta) to Kiosk F. Split out windowsills etc. in Kiosk E for lighting tests. Enabled vertex colour tint on plywood material. Put missing door back in Kiosk F. Separate material for Kiosk bricks.
progress on the damaged wing, vpaint
Adjust viewmodel camera lerp time on beancan grenade
Fix issue where viewmodel camera lerp would start when there is still items in the held item stack
Update: replace couple managed accesses with BasePlayer.CachedState
Tests: none, trivial change
Fix junkpiles spawning on sleeping bags
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Shelve tool for adding viewmodel camera lerp animation events automatically
Fix issue with viewmodel camera lerp duration not taking into account the current animator state speed
Fix water junk piles spawning too close to water monuments
Added basic support for occlusion culling to indirect instancing
Fixed hack test not correctly skipping single draw renderers
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Various tweaks to Rust Relay config and transport
Fixed issue with foliage stones normals being incorrect after the non-uniform vertex normals toggle was added
exported 3p stand driving animation and updated pt boat driver mount and steering wheel ik hand positions
Tweaked watchtower placement distance
Adjusting pivot position of trinagle ladder hatch collider mesh
edited mount position on car driver/passenger seat prefabs and exported 3p driver animations
armoured ladder hatch triangle frame
Skinning fix for krieg hazmat backpack straps
Re-enable RW on 5 meshes used by particle systems
merge from hackweek_server_mesh_cull
progress on the damaged wing, some set dressing
apartment bulding concrete debris prefabs and models
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
Switch to easter event UI
Fix exception on egg LOD component
Merge from wiretool_rpcflood_fix
Merge from shipping_container_skin_frames_fix
Merge from storage_box_dlc_corpse_references
Shields now switch to a smaller collider when RMB isn't being held
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Merge from auto_particle_cinematics
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy
Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Update prefab with latest model, still has issues
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Merge from hackweek_server_mesh_cull
Removes Mesh data from server builds that is only used for client rendering
Saves around 620mb of memory at runtime
Removes 2.7GB on disk from server builds
Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
Remove BuildMapServer test method
Regenerate player.skeleton asset, was causing an exception in manifest builds
Hopefully explains missing guids in builds