140,065 Commits over 4,505 Days - 1.30cph!
flasher light, siren light and simple light world models
LOD0 optimised below burlap sack
Added door offsets for randomised rooms
Fix map_image_url and level_url being shared when the map is disabled or fog of war is enabled
Block sending Rust+ the map in that case too
tesla coil, timer, water pump, and sprinkler proper world models
optimised LOD0 to be cheaper than burlap sack
Fixed a crash with a specific addon + cleanups
More potential crash fixes
Even more potential crash fixes + minor cleanups
Minor commands.lua cleanups
Fixed bone manipulated entity render bounds when never rendering first
* Fallback to old behavior of using model bounds when the bone manipulated bounds are not calculated yet.
PR: Fixed inconsistencies in localization source strings
merge from satellite_crash_audio_fix
merge from improved_game_ui
merge from pooltable_networkrange_fixes
merge from storepage_bargames_media
merge from fix_submarine_oxygen_status
merge from metabolism_fix_3
merge from sculpture_dialog_close_fix
merge from wildlifehazard_nre_fix
Large crashed station progress
Forgot to set the type on the prefab variants. Also make default materials on prefab variants the appropriate colours
Add prefab variants for red and yellow recyclers
Fix the OnSyncVar change method for the recycler type using the server only version
set admire anim speed scale to 1 on vm glass ar anim.controller. Exported updated deploy/reload vm anims with animated camera and fixed fire anims 1 and 2
Add orbitcamhold convar which allows the third person orbital camera to stay where it is when letting go of alt rather than reverting back to behind the player
Improved pool table 3p setup:
- Hand stays closer to the table rather than floating
- Some spring motion to the cue as we want back and forth
- Swap to closer vs further animation depending on distance from the cue ball
Adding refresh rig for machete
industrial combiner/splitter/crafter/conveyor/adapter and igniter now have their own world models
optimised LOD0 to be cheaper than burlap sack
Glass AK - reverted order of the ammo UV1 shells for alpha clip, added it to worldmodel
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
Another mass rename to be more descriptive, started set dressing/theming exploration for small randomised rooms
fixed random room spawning
fluid switch/splitter/combiner, heater, door controller, digital clock, pressure pad, laser detector, hbhf sensor, counter, button and seismic sensor now all have proper world models.
each lod0 is cheaper than burlap sack
added small tunnel parts, added random room spawn functionality
Remove string interpolation from BlurOptimizedPass
Avoid delegate allocations in SSAOApplyPass
Elimitate GC allocation in terrain depth pre-pass
io entities: splitter, XORSwitch, Rand, Memory Cell, Root Combiner, ANDSwitch, Blocker, Branch, DflipFlop now have proper world models instead of burlap sack.
each LOD0 is cheaper than burlap sack, some by a considerable amount.
Renamed small train tunnel rooms, fixed pivots, added more shape variety (WIP), renamed placeholder water material,
Fixed audio falloff for the explosion distance
merge main -> rust_relay_server
Fixed CH47 skipping airfield if a server restarts after its been called
optimized bandages worldmodel LOD0, now cheaper than burlap sack
Add a null-check for renderer feature component creation
opitimised sleeping bag world model LOD0 to be cheaper than burlap sack
optimized wall frame netting worldmodel LOD0 to be cheaper than burlap sack
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
weapon rack single 2 and 3 worldmodel LODs optimised to be cheaper than burlap sack
Add more profiler instrumentation
optimised small spike trap dropped worldmodel lod0 - now cheaper than burlap sack