125,756 Commits over 4,109 Days - 1.28cph!
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Fix minigun world model briefly spinning when being equipped in third person
Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
Possible BaseOven.CookVisuals NRE fix
merge from party_system -> main
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk
Switched the spawn point name from Compound -> Outpost
Remove all the code for optimized loading/async warmup (not compatible with asset scenes)
Move hardcoded assets to bootstrap asset scene because some are needed in the menu
Fix some scene switching issues after LevelManager changes
Better behaviour when handling tight corners, better scaling
Use spherecast for matching deployable capture (better again for barrels)
Rename inBuildingPrivilege to buildingBlocked
Disco floor just uses its own snapping system for entity to entity connections.
Ensure large planter box can still snap to the centre of a foundation
Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead.
This instantly improves barrel snapping.
Pull DLC price from steam, show discounted price and discount percent when on sale
Fixed Shelves not wanting to snap together properly
Added debug command for snapping
Evaluate every snap type first and then go with the best one automatically based on a score - just use distance for now
Fixed issue with large storage box where it would go invalid on one side depending on the placement
(subtract) to get the right value
Implemented store DLC tab, wired the dlc overlay pages
Calculate a better Y placement height
Set all snapping casts to have a maximum of 1 unit
New user-bindable marker commands:
- `buttons.markcurrentpos` to place a marker at the players position on the map
- `buttons.clearmarkers` to clear all map markers
Reverted
123230 "merge from session_analytics", needs more work
Fix NRE from party menu trying to render when opening DM menu in chat
Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets)
Make LevelManager safer to use with overlapping async operations by queuing them internally
Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded
Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene
Load asset scenes in parallel
correct default max brightness
merge from indirect_instancing
smooth out abrupt fog/lighting change when going underground
Re-enabled instancing for the Nature/Cliff shaders
- Fixed invisible objects due to state information ending up wrong in the prefab pool
- Fixed method ambiguity build error in BufferList
- Merged aggressiveShadowLod optimisation into InstancedLODComponent
- Allow RendererLOD collapsing when instancing is enabled
- Added stats about fallback rendering to indirect instancing diagnostics
- Fixed shadow proxy detection
- Avoid leaking memory by actually destroying monster meshes before recreating them
Clean: Refactor free-slot searching logic
Hope is to make it harder to mess up index calculation when writing more code of this style
Tests: GamePhys unit tests + projectile consistency unit test
Added extra sanity checks to projectile consistency testing
Moved the storage monitor socket on the horizontal barrel to prevent placement error with hopper, also prevents them clipping into each other if you place hopper first.
patrol_heli_revision_fixes -> main
Fix strafe think NRE
Remove logs
Tests: GamePhysics.TraceRrays and TraceSpheres coverage
Wasn't covered previously which led a bug slip in. But has already been fixed.
Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed
Update connect modal design
patrol_heli_revision_fixes -> main
Fixed weird recursive patrol -> orbit state issues
Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
Added a button to reset the timescale to 1 in the Rust Editor window
Also added a new menu item to open that window: Tools/Rust Editor
added missing effects update on batched projectiles and retiring into the prefab pool
Fixed argument mismatch on one of the auto turret tests
clear static test field in pet-test teardown
Resolved auto turret merge conflicts