127,005 Commits over 4,109 Days - 1.29cph!
Add automated screenshots instead of only serialized settings, fixed lighting
Add store images in all sizes
Restored abyss pack showcase
Added new system to let us create mock items + tile prefab override
exported viewmodel SAR update anims and edited reload to idle blend on its anim controller
Culling performance improvements
Eliminate the need to update call indices because they are stable and can be stored with each command
Made `count` property report the highest populated index instead of the allocated space.
Change proc anim components tick order, should be spine, then tail, then head
Do not tick procedural anim components when entity is culled
merge from projectile_jobs
Added and Setup Naval Improvised Plank Gibs
Update: BaseRaidBench - ensure results use 3-part format for key
Tests: none, trivial change
New: Scenes/Benchmark editor top bar menu
Tests: used all in editor - correct scenes opened
Added volumetric clouds option in the new settings menu
Merge: from main
Tests: ran BaseRaidBenchmark via bootstrap flow
Update: BaseRaidBench - players outside base now aim at random players in base
Tests: ran the scene
Modular Boats Small Ramp - First Iteration
Put cache under mode instead
Added prioritise premium toggle
cleaning up projectile TransformAccessArray properly
Update: BaseRaidBench - remove Projectile.Batched override
Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally
Tests: ran the scene
Deleted Unused Collider Mesh
Setup Naval Improvised Plank Prefabs, Colliders, LODS
Update: BaseRaidBench - players moved to the base angle properly to fire
Tests: ran the scenario
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
swap "survival" to "vanilla"
Use correct tags for hardcore, softcore and primitive filtering modes
Merge from waterpump_occlusion_fix
Fluid switch and powered water purifier loop audio now also affected by occlusion.
Smart mode sorting (mode priority first then players)
enabled batched projectiles by default
Swap to buffer list as its faster
Bake mode into server info instead of ui entries
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
WIP work to speed up culling (AVX fix)
WIP work to speed up culling (AVX fix)
Display proper mode in server entries
Merge from tugboat_toot 🎺
Adjuested LOD distances on floating walkways
Restore changes and fix compile errors
- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets.
- Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package.
- Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
Added the Rust Render Pipeline package back to the project
Reducing tricount of some floating walkway LOD0s
Removing Rust Render Pipeline package so it can be renamed