145,202 Commits over 4,444 Days - 1.36cph!
Remove legacy analytics upload flow and any related code
- v2 is and has been the default uploader method for a while now without issue
- implement depth of field in RRP
- OnPreCull/OnPreRender update routines in RustCamera get called from RRP now
Remove logging "Waiting for player to leave"
Autosnap settings finder will now check each 90 degree angle and apple the max padding values
Fix storage barrel not snapping to other storage barrels beside them properly
assign proper scaling root to spawned charms in skin viewer
update apartment_complex_monument/prototype
merge from main -> apartment_complex_monument
updated 3p weapon/tool run anims to 16 frames
Add basic object motion vector shader (WIP)
updated 3p weapon/tool run anims to 16 frames
updated 3p weapon/tool run anims to 16 frames
updated 3p weapon/tool run anims to 16 frames
updated 3p weapon/tool run anims to 16 frames
updated 3p weapon/tool run anims to 16 frames
updated 3p weapon/tool run anims to 16 frames
update apartment_complex_monument/prototype
Switch between billboard and model (wip)
fix devLocal/WorldCoord shaders missing g-buffer stencil write
Fix 4 boxes not being placeable in a foundation anymore
merge from attachment_charms
merge from contact_lowresasset_fix
Fixed contact mugshot_unknown UI asset using streaming mip maps, for real this time
More billboard work, supports fake extreme distance, temp shader, mat.
Carry over equipped charm when reskinning a gun to a redirect
autofind_deployable_snapping -> main
Mark auto snap as experimental
Lowercased VideoPlayer dialog prefab path (solves the path conversion to lowercase warning)
merge from attachment_charms/skinviewer
fixed Paintable shop sign at apartments zfighting in paint view
Fixed renderers being disabled on spawn right before we strip the LOD components
Fixed client.playvideo (and server.broadcastplayvideo) getting stuck at the first frame (regression from Unity 6)
Before: https://files.facepunch.com/raul/1b1011b1/10_16-49-FoolhardyFruitfly.mp4
After: https://files.facepunch.com/raul/1b1011b1/10_16-50-BrightApe.mp4
merge from spraycan_reskin_refactor
Fix an edge case of errors when reskinning snowmobiles after they were saveloaded
Child entity (fuel tank, storage) spawn order can vary after a server restart, causing a mismatch when trying to restore inventories using the child indices - add fallback to match by just prefab id
For extra safety add more logging, and a fallback for the fallback - should anything go wrong with restoring containers, drop any leftover items instead of leaking them
Move bc simulation into its own unit-scale sim-space using a basis of either the controller transform or the VM transform
- allows simulation to not be affected by VM-scaling, should be significantly more stable
Update the test commands to just use the final stage
Charms are spawned by the skin viewer using a common template
Limited vertical drag movements when inspecting charms, BC isnt working well, we'd have to set custom constraints for the skin viewer only
Ensure all FormatBytes cases display capitalised KB/MB because we are dealing in bytes, not bits. Was driving me crazy displaying kb/mb everywhere when we are using bytes, not bits
Port cannons and mortars over to animation subsystems, create sub controllers for both, add additive toggle for one shot subsystems.
main -> autofind_deployable_snapping
secondary_connection_voices_fix -> main
Fix VOIP bugging out over CCTV cameras
Prevent connections from being added twice: once through the secondary connections then once through the regular path
set dressing progress on 1st floor of wing
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping