35,079 Commits over 4,293 Days - 0.34cph!
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
junkpile_ladder_clip_fix -> main
merge from automatedtesting
ptboat_turret_safezone -> main
tryfind_matchiongdeployables_fix -> main
boatai_balance_changes -> main
travelling_vendor_vis_fix -> main
merge from sks_skinviewer
Fixed the issue with photo frames having the photo rendering on the frame
merge from vending_cluster_pool_leak_fix
merge from sks_skinviewer
Merge from UpdatedVisibleHolsteredItems_gc_fix
fixed SKS skinnable downloadable mesh filepaths
Merge from discord_sdk_1.8
Another burst compile error
merge back buoyancy_improvements.
shared static buffer size changed - pulling this changeset requires an editor restart.
Added the RUST_STD_FRAGMENT_NEEDS_UV2 define to the Standard shader as it's now needed for when the blend mask is set to UV2
merge from SKS_worldlodsupdate (140946)
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
merge from fix_copy_paste_duplicate_entity -> main
Attach cannon ball to hands when reloading cannons.
remove_extra_scientist_weapons -> main
boatai_balance_changes -> main
boat_ai_patrol_aggression_fix -> main
boat_ai_patrol_aggression_fix -> main
Switched server to custom build 2022.3.41x1
merge from indirect_instancing
Merge from door_alloc_fix
Add a null check in TriggerParent.CheckAllParenting
pushing_toast_fix -> main
cannon_clipping_fix -> main
syncvar_inheritance_fix -> main
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk)
Reset playable graph state on disable to hopefully fix more pooling issues.
Merge: from useplayertasks_removegroupocludee_nre
- Update: hide new server occlusion group logic behind -enable-new-server-occlusion-groups command line arg (disabled by default)
Tests: 2p on Craggy - moved, teleported, reconnected, checked server occlusion still works
Added support for decal layers on transparent surfaces on the Standard shader
merge from indirect_instancing
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
Merge: from useplayertasks_removegroupocludee_nre
- Bugfix: a series of bugfixes and extra error logs to ensure occlusion groups are valid and consistent
Tests: 2p on Craggy - ran around host, flew away and back, teleported away and back, tested sleepers, disconnects, and general occlusion
fix cloud weirdness when overriding weather state when playing back a demo