130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Update: BasePlayer.NetworkPositionTick now uses batched server occlusion
Tests: 2p session on Craggy with UsePlayerUpdateJobs 0 and 2. Saw a bug on disconnect, will fix next.
                
                
                
                
             
         
        
            
            
            
                
                Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
                
                
                
                
             
         
        
            
            
            
                
                Add generic method to iterate over a list with a set budget
                
                
                
                
             
         
        
            
            
            
                
                Added container shells for farm area + LODs
                
                
                
                
             
         
        
            
            
            
                
                Update: moving occlusion notification logic to it's own utility func
Realized I'll need it for the task-enabled SendNetworkPositions
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Merge from fogmethod1:
- Use old weather chance odds.
- Fixed fog having a wind value.
- Fixed overcast & rainheavy having too high a wind value.
- Slightly cooled the jungle haze color.
                
                
                
                
             
         
        
            
            
            
                
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                Toned jungle yellowing (anti-blue) down 4%
                
                
                
                
             
         
        
            
            
            
                
                Fixed an issue that was preventing spatial env volumes from rendering and prevented rendering to reflection probes in the new render pass wrapper
                
                
                
                
             
         
        
            
            
            
                
                Fixed foggy weather having wind.
                
                
                
                
             
         
        
            
            
            
                
                Update: change OcclusionLineOfSight interface to use (int, int) instead if deconstructed pairs
- Also fixed invalid allocator use for a native list - TempJob was wastefull
In the middle of writing SendNetworkPositions, and realized previous interface could be error prone
Tests: none, trivial change
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added a check to avoid creating a zero length compute buffer when rendering the spatial environment volumes
                
                
                
                
             
         
        
            
            
            
                
                merge back fix for static field code gen.
                
                
                
                
             
         
        
            
            
            
                
                Wait for a domain reload before generating code to make sure all fields are reset.
                
                
                
                
             
         
        
            
            
            
                
                Updating deploy anim to fix shoulder issues
                
                
                
                
             
         
        
            
            
            
                
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                session_text_fix -> new_menu2
                
                
                
                
             
         
        
            
            
            
                
                Prevent header image from stretching in the session page
                
                
                
                
             
         
        
            
            
            
                
                Ensure server title and logo changes properly on the session page
                
                
                
                
             
         
        
            
            
            
                
                switched to just use cutout texture on bulbs
                
                
                
                
             
         
        
            
            
            
                
                Update: starting work on batched BasePlayer.NetworkPositionTick
Doesn't do any batching/tasks yet, just preliminary clean of non-player logic. Goal is to batch underlying server occlusion
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
                
                
                
                
             
         
        
            
            
            
                
                Fixing cinematic pilot suit skinning
                
                
                
                
             
         
        
            
            
            
                
                merge from ambient_lighting_fixes
                
                
                
                
             
         
        
            
            
            
                
                server_image_size_fix -> new_menu2
                
                
                
                
             
         
        
            
            
            
                
                Ensure Server Image retains aspect ratio a bit better (no more cover fill) - should prevent parts of server images from being cut off or obscured
                
                
                
                
             
         
        
            
            
            
                
                Added a wrapper to the SpatialEnvironmentVolumePass to make it work with both BiRP and RRP
                
                
                
                
             
         
        
            
            
            
                
                fixed frontier hatched vm to use viewmodel camera
- moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it
                
                
                
                
             
         
        
            
            
            
                
                updated m4 override controller/ entity and edited spas shotgun entity with 0 values on entity and weapon root
                
                
                
                
             
         
        
            
            
            
                
                3p db shotgun reload sfx anim event
                
                
                
                
             
         
        
            
            
            
                
                Added Tree and Deployed layers to horse grounded mask
Fixes horses ragdolling on planters and dead logs
                
                
                
                
             
         
        
            
            
            
                
                Updated the Rust.RenderPipeline package to add support for custom render passes
                
                
                
                
             
         
        
        
            
            
            
                
                fix_shockbyte_button -> main (changes were stomped)
                
                
                
                
             
         
        
        
            
            
            
                
                Fix shockbyte button again
                
                
                
                
             
         
        
        
            
            
            
                
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                Update: Refactor FinalizeTickParallel to isolate ApplyChanges logic
Should help with profiling, and sets up for batched BasePlayer.NetworkPositionTick
Tests: local 2 palyer session on craggy with UsePlayerUpdateJobs 1 and 2
                
                
                
                
             
         
        
            
            
            
                
                Fixed store search using empty takeover names instead of GetItemName
                
                
                
                
             
         
        
            
            
            
                
                manual support for domain reloading in BC manager as it's in an assembly and can't opt in with the attribute
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fix build error due to InstanceHandleList
                
                
                
                
             
         
        
            
            
            
                
                Reset meshes to their state in /main
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: ensure we update player eyes before we kick off various jobs
Previously this would cause cached state to have stale eye positions.
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Remove unused baker prefab