145,411 Commits over 4,444 Days - 1.36cph!
merge from pool_analyzer_non_caching_methods
Deleted FrogBoots_Charm_Old, seems to no longer be used anywhere
Stripped bind subsurface profile components from all charms (inherited from basecharm)
Deleted FrogBootRubber SSP
merge from attachment_charms
Fixed Attachment.UpdateVisibility NRE
Toggle the charms MeshCull components instead of changing the distance when switching to viewmodel mode
Bugfix: separate position-dependent and other player state caching
It was possible that for a couple frames cached player state would be incorrect
Tests: none
WIP on expanding MeleeWeaponAnimationSubSystem to actual weapons
Add Throwing support
Merge from satellite_crash
The Demos window refreshes automatically when opened so you dont have to press the refresh button every time
Add simple demo loot room to powerplant locked behind a powered powergrid
Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
Merge from satellite_crash
Add control computer to launch site.
monument blocker - vent - updated manifest
Bumped skin viewer viewmodel camera near clip plane to 0.05, fixes clipping with ak handle
Add control computer static variant. Immortal, no monument info, no pickup, etc.
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
apartment_complex_core prefab refactoring, organising set dressing groups per floor
simplified some props prefabs to reduce amount of transforms
Merge from satellite_crash
Merge: from server_player_refreshcolliders_optim (previously jobs3_...)
- Optim: avoid water queries when refreshing connected player colliders
Tests: On Craggy, ran around, sawm and crouched - could see gizmo size change
Optim: use cached swimming results instead of new water queries when refreshing player's collider
Tiny savings(~1 micro per player), but every bit helps
Tests: ran around craggy, went swimming, crouched - saw collider gizmo size change
Make the 4x multiplier a convar.
Codegen.
monument blocker vent - setup entity, updated manifest
Increase the size of the billboard 4x over phase1.
Add perspective compensation to billboard so it doesn't appear larger in the corners of screen.
Fix issues with vertical barrel snapping
Clean: refactor ConnectedPlayersUpdate into batched blocks
Makes it easier to see at a glance where our time is spent in profiling snapshots
Tests: ran around on craggy
Update Rust.CodeAnalyzer - bring back .editorconfig list as a secondary way of marking methods as non caching - fall back to allow tagging unity / third party methods that we can't easily add the attribute to, like GameObject.GetComponentsInChildren<T>(List<T>)
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Add SatelliteRenderProxy to fake render the satellite model when it is out of draw distance.
Remove lods from FX.
Delete old satellite billboard prefab. (now contained in satellite itself)
Merge from BDU_set_and_bowless_phys_impact_fix
Remove some lods from satellite for now
Glass AR - split worldmodel FBX, fixed wm magazine LODs, added mag to viewmodel prefab for testing
merge from inventory_playerquality
Added ui.inventoryplayerquality to controls the quality of the player preview in the inventory. Set to 1 by default, matches what we had before the player model update
Added it to the options menu, tied to the graphics presets too
Add satellite.descent_angle to control entry angle.
Push satellite origin further out x,z so it moves through the sky more horizontally.
Added .gitattributes file for RRP repo
wip, stage 1 now slowly moves through the sky at extreme distance (but rendered as a tiny, close billboard) before switching the stage 2 model display and crash to ground.
Converted debug pass line endings from CRLF to LF
merge from attachment_charms