138,955 Commits over 4,474 Days - 1.29cph!
merge from PlayerMaintainedMonuments
Merge: from fix_unitask_taskpool
- Bugfix for not-thread-safe taskpool
Tests: unit tests + booted into craggy with Jobs 4
Update: merge up to UnitTask/d239195
- Bugfix for buggy task pool returning dupes
Tests: booted into craggy, unit tests
Merge from PlayerMaintainedMonuments/powergrid
Fixed collared shirt having 0 protection values
Merge from PlayerMaintainedMonuments
- Revert changes to recyclers outside safezones, keep duration boost at powergrid stage 4
- Add 2 new recyclers to outpost which have the same stats as regular non-safezone recyclers except these require powergrid stage 1 to use
All still subject to change
- Fix safezone recyclers getting boosted stats with the powergrid, this was bugged. Safezone recyclers are currently unchanged from before
- Fix recycler stats updating immediately upon powergrid stage being changed rather than waiting to receive the change via the work queue
S2P compound/outpost
bar stools
- updated meta
- reduced ao maps
pool table
- removed duplicate colliders from art prefab
- added art prefab to deployable prefab with MeshLOD setup
- omitted LODGroup version from deployable
- updated prefabs
merge from water_treatment_plant_maintainables
scene with prefab updates + S2P for WTP monument
wtp maintainables fixes&updates
- cant put water into pipes
- fixed cant take water out of pipes through UI
- gearbox switched to using Syncvar (cleaner)
- gearbox fixed "" invoke
- gearbox fixed double network update w flags
- add ResetIOState for water pipe broadcaster
- add max pressure convarable parameter to water tank, so you can increase pressure beyond the "water on" threshold
- manifest
- fixed collider on water spout of pipes
- added a pipe to WTP monument, close to the spinner tank
- increased max power output threshold of gearboxes to 150
- increased power throughput of gearboxes from 1power/s to 5power/s (less time standing around)
- 3 -> 2 gearboxes at monument, one on top of main silo, one on ground
- improved debugging command for water treatment tank logging
- prevent pipes from spawning in areas they should not be (inside things, in monuments, railways, etc)
- increased pipe frequency
- tweaked pipe terrain generation
Initial heavy fuse loot pool
Master key first pass animations
Speed up new navmesh gen by x1.6
- optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists
- avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers
- replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused
Add clan ID to Rust+ clan announcement push notification data
Fix some issues with the pool table reset game interaction checks
Participants can always reset, other players only when the table has been idle for 5 minutes, don't require build priv
Only show the "processing" interaction to participants
Fix duplicate bone name
pool table
- added guide mesh with balls on it for QoL placement
- updated deploy prefab
- removed unused / unreferenced old guide prefab
puzzle test case (cardreader + fuse doesn't reset)
Bar Stools - Updated colliders, created and setup worldmodel prefabs
pool table
- added gibs
- updated prefab gibbable
Enable require build priv on pool table pickup
Cow and sheep animation speed updates
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
Fixed lighting/camera setup in sculpting dialog
built several electrical puzzles and a kinematic puzzle to test what we have and how to use them
Fix shields being visible when they shouldnt be + melee throwing bugs
making all ladder hatches have unique uv's
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Manifest, fixes launch issue
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in
145214
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
center block from sculpture setup data in dialog creation
mbp instead of material instance
Use geo clip terrain normal sampled in vertex shader
merge from PlayerMaintainedMonuments/powergrid
Supermarket fridge loot pass
s2p
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
Added IncludeInNavmesh virtual field on TreeEntity
False by default, return true on vine swinging trees