33,402 Commits over 4,140 Days - 0.34cph!
Downscaled heavy plate jacket and pants
Downscaled wood armor and roadsign vest
Downscaled hazmat mask textures
Packed hazmat suit materials
Merge from weekend_branch
Minor tweaks to texture usage report tool
Packed another few dozen materials
Closing potential sources of NRE in occludees
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Added scattering/fog support to new explosion shaders
further adjusted some launch site props
tagged certain launch site path nodes as 'straightaways'
bradley will no longer turn 180 degrees when on a straightaway (won't get stuck)
Geiger World model, prefab, mats, textures etc
fixed NRE when "spawn bradleyapc" command is used
updated helicopter explosion debris to not be large untextured brown sticks
updated helicopter damage effect to not be large untextured brown sticks
helicopter gun muzzle flashes now aim towards target instead of always aiming straight up
updated helicopter explosion fireballs
improved the muzzle effects for the m2 bradley firing ( cannong / coax gun )
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
fixed bradley lights on during the day
fixed bradley lights on on gibs
fixed missing ref for coax muzzle
Disabled mesh particle shadows on a few fx to avoid shadow bug (try again after 5.6)
servergibs have proper mass
oilfireballs sort particles properly (oldest first)
improved helicopter searchlight
perhaps improved interpolator jitteriness
Eliminated GC allocs from FileStorage / Signage / UIPaintableImage / MapEntity by smarter caching (TODO: make async)
Added texture find read write enabled tool
No material filtering on tex usage report
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bradley shows smoke and fire based on current health
after not being attacked for 5 minutes, bradley heals over 60 seconds
code cleanup
custom smg learnable recoil patterns and reduced aimcone
fixed flyhack catching people standing on vehicles
Added schematime convar (inventory schema refresh interval)
nav_disable usage improvements and compatibility with nav_grid.
When animals fail to spawn on a navmesh they now drop a corpse on removal/kill (scientists won't).
Retired TextureUtils (GC alloc galore)
Added GC-free Texture2D.Clear extension method
Fixed a bad check in nav_disable improvements.
Added Union64 to Rust.Global
Fixed CRC.Compute32 discarding the passed CRC value
Added CRC.Compute32 and CRC.Compute64 overloads that take numerical types
Eliminated GC allocs from UpdateClothingItems
Changed item container hash from massive string to CRC32 hash (eliminates GC allocs)
Deleted Plugins/ProtoBuffers (empty csproj)
Moved Rust.Data.Test to use the same folder structure as the other plugin tests
Eliminated GC allocs from MeshPaintableSource
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Fixed client side texture memory leak when paintable signs are destroyed (!)
Fixed the default item container hash being the same as the hash of an empty item container (now uses 0xffffff)