128,924 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Bugfix: Parallel Occlusion marks entity snapshots as out of order
Since we can send them from muiltiple threads, they are unordered - this would cause a client disconnect previously. Not anymore
Tests: none yet, need to try validating with server demos
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set the new map on the RHIB to use the same shader and basic setup as map views in the server browser
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Escape hatch for Server sending entity messages out of order
- Client skips ordering validation based on message contents
Needed for the parallel server occlusion, useful for other places
Tests: local SERVER+CLIENT session, though no code uses this yet
 
                
                
                
                
                
             
         
        
            
            
            
                
                edited chainsaw anim.controller and added strike to chainsaw effects folder
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use a single shared 200 x 200 texture to keep costs down
 
                
                
                
                
                
             
         
        
            
            
            
                
                Show the real ingame map on a RHIB screen
 
                
                
                
                
                
             
         
        
            
            
            
                
                Simplify SwapCamera. Removed an orbit camera lock position. Reordered orbit camera lock positions to go to the player first
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Clean: removing dead param from SendAsSnapshot
I need the param for different logic, and it's been lost in the sauce since 2015.
Tests: editor compiles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated fluorescent light icons
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated water bottle, bota, basket and syringe override controller and entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added missing editor scene view check to the Combine and ClearRenderTarget passes within the DeferredIndirectLightingPass
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only update the ceiling fluorescent light cables when the light has been recently damaged
CeilingLight code cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Animate the throttle level on the new RHIB
Support reverse
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed game view indirect lighting when in prefab mode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed ceiling fluorescent light collision issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added pipeline textures that get set during the Setup pass. This makes Deferred Indirect Lighting work correctly in the new render pipeline
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hanging fluorescent light setup
Added TransformLineRenderer for the cables
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Scientist RHIB texture and model update
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-enable Read/Write for collision meshes only
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed the lighting and shadow issues when using the Rust.RenderPipeline
 
                
                
                
                
                
             
         
        
            
            
            
                
                added editor-only debug convar to just spin mouse at a set speed on x-axis
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fluorescent light prefab setup, deploy volumes, colliders, io etc
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from storeitem_phrase for todays skin upload
 
                
                
                
                
                
             
         
        
            
            
            
                
                Spotlight collider tweaks, added a large interaction collider
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Electric table light prefab minor cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added working compass to the new RHIB
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Test.ServerOcclusion - rewrite perf tests
- Also added ParallelJob perf test covering recent 
Shows that 1k pairs case goes from 2ms to 0.2ms with ParallelJob - hoping it'll carry over to live env.
Tests: ran the perf tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix max health display applying modifiers twice on the client.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed advanced christmas lights spawning disabled bulbs
 
                
                
                
                
                
             
         
        
            
            
            
                
                added new mesh for charity plushie 01
set up new prefabs for the new plushie
updated textures and materials and set up new material for plushie sash
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed the propellers not rotating with movement speed
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Add Waterworld to the scene loader
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Test.ServerOcclusion - update stale cases with new ones
This was much more painful than expected. Need to update the perf test next
Tests: ran the unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix changelog panel looking wrong when first opening it
Fix changelog button remaining toggled on if closing the inventory menu whilst changelog panel is open
 
                
                
                
                
                
             
         
        
            
            
            
                
                RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
 
                
                
                
                
                
             
         
        
            
            
            
                
                constraint editor on by default
 
                
                
                
                
                
             
         
        
            
            
            
                
                moved constraint editor to handles, re-used Unity's angular joint handles
 
                
                
                
                
                
             
         
        
            
            
            
                
                More farm set dressing WIP
 
                
                
                
                
                
             
         
        
            
            
            
                
                viewmodel medical syringe - Fixed sound being mistimed when used on wounded player
 
                
                
                
                
                
             
         
        
            
            
            
                
                Blockout farm entrance kiosk WIP
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: replacing old occlusion cache to unblock unit tests
All expect-true tests are currently failing - need updating the query locations
Tests: ran the Server Occlusion tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: batched OcclusionLineOfSight now handles sending updates internally (like serial)
- driven by OcclusionLineOfSightNoBroadcast - this thing we can test
Don't like this encapsulation, but it should prevent issues like missing foundPairs.
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Scientist hit reacts and death prototype animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Move field to server only
 
                
                
                
                
                
             
         
        
            
            
            
                
                Renamed all lights in the pack to match the other IO items