191,800 Commits over 4,049 Days - 1.97cph!
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
all gestures anims use v4RustPlayerMask
Updated missing skinsets with eyepositions
Added Second Water Treatment Tank Packed Mask Material
v4 holdtype anims use v4RustPlayerMask
Added New Water Treatment Tank Model and Pump Textures and Material
unarmed anims use v4RustPlayerMask
- Actually expose the temperature (makes it way easier to see whats going on)
- Can now run a beehive in the snow with enough heaters
Update: standardized WaterVolume usage across tests
- Also fixed a couple small bugs in rarely used water perf tests
Got a couple TODOs left to clean, and will start merging back to main
Tests: ran all tests
Missing status panel files
- Add a status panel so its easy to see if a beehive is producing or not producing honeycomb
- Wrote new inventory check full methods to double check partial stacks
- FIx a bunch of terribly timed inventory checks
Removed Old Water Treatment Tank Materials, Textures and Model
Created new cinematic.deployable with cinematic materials and swapping the deferred normals shader for the standard shader. Broken item deployable
Update: moved player caching to FinalizeTickParallel
Tests: ran unit tests and played back server staging demo twice - numbers match expected range
obsidian tool viewmodel and worldmodel
added .entity/.icon/.item/.projectile/.viewmodel/.worldmodel
hooked everything up
Rebalanced multiple and single bee swarm damage
Fixed environment volume server compile errors
Prevent bee damage (no matter what damage type it is) from bleeding
Further environment volume optimizations
Update: add an extra profiling scope
Tests: ran the perf test
override controller updates
Fsm end transitions now make entity skip to the front of the queue, to prevent situations where they are done with the current state and stay idle waiting to be ticked
For example if the server is struggling, a wolf may stay still for 1s after playing the hurt anim, this fixes that
This doesn't mean the AIs will cost more performance, it means that when if we can only tick 10 out of 100 wolves this frame (budget), we'll prioritize ticking the ones that have nothing to do
Better profiling of the fsm GetAncestry method (separate recursive calls to not mess up the time measuring)
merge from high_walls_skins
Animals that just got hit won't delay their next AI tick, effectively skipping to the front of the budgeted queue for the next frame
Helps prevent animals play hit reactions a long time after being hit when the server is struggling
Merge: from texttable_allocs
- Fixing allocs in Server::playerlistpos
Tests: ran unit tests and stewed on Aux2 for a week
Merge: from main
Tests: ran unit tests for Rust.Global due to conflicts in the asmdef
merge from main, will rebuild mannifest
Fixed adobe gate lock and controller positioning
Branching from previous twitch render branch commit (115881) and cherry picking main skin commits
115880 and
116543 so Jen can render skins while issue is investigated. (latest merge from main with spacially aware environment volumes broke rendering)
Desal Tank material and position update
tweaking bamboo scaffholding layout on ziggurat to clear some approaches and free some space on the ground
fixed floating set dressing in areas, removed some mesh decals that interfere with underneath mesh decals of zigg floor
Compute foliage cell population on a 3x3 grid of 8x8 cells in a sequence of computes and AsyncGPUReadbacks to cache population counts in chunks as camera moves.
merge from remove_old_chicken
merge from Item_Descriptions_update
Set correct source item for orchid, rose and sunflower entities so they show the correct icons.
Chicken food consumable information UI NRE fix