115,466 Commits over 3,959 Days - 1.22cph!
Cull sprinkler animator completely
Added grass displacement to various deployable items
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Send vehicle updates as an RPC instead of a full network update every time. Protocol++.
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Override the Flag_Stationary conditions in BaseVehicle to check for actual movement. Main reason for this fix is it gets suspension to continue animating appropriately while a vehicle magnet-snaps onto a vehicle lift.
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Still some slight movement, so increase extra ticks to three
Fix for client position lerp errors when syncPosition entities come to sudden stop.
SyncPosition only sends when the transform changes, and sudden stops were causing the client to continue extrapolating for a moment before snapping back. Two additional send ticks after coming to a halt seems to be enough to stop the entity correctly.
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Uploading the symbols: using the %builddir% variable in teamcity.
Tweaks to the UploadSymbols script
[D11] Cut out a little more of the profile marker overhead in a final build. Currently all of the C# side is left intact, only the engine side is compiled out. The main reason for doing this, however, is that it fixes the graphical corruption various people have got when trying to make their own master builds, and there is a runtime graphical corruption bug which looks like it might be the exact same thing. Investigation into exactly what is going on here continues, as there may be an underlying memory scribble, as the reason why this is a problem is not understood.
vendor update
rugs cost 25 cloth instead of 100
Lowered water intake amounts
[D11][#3893] Pickup radiius doubled. (Configurable within the WorldModel script.)
[D11][UI][#3855] Fixed death screen been navigable before fully displayed
[D11][FP Feedback][Graphics][#3902] Fixed doors occlusion culling bug
Decal rotation fix, and cleaned up effect throttling
[D11][UI][#3897] Removed un need menu tip
[D11] Added a Log Message call for server shut down so Rustworks can shutdown a server proper before killing it.
[D11][UI] Re added server name to ingame options. [#3854] Fixed issues with toggling off pause menu
[D11][#3803] Ladders are no longer rotated 90 degrees.
added potato clone icon, unhid clone items.
[D11] Weighted vertex normals for Assets\Prefabs\Building
Script to upload Xbox Symbols to a symbol server + symstore.exe from Debug Tools for Windows.
DTLS Update
Got rid of the main weird callback mechanism in the DTLS code for getting the messages ( the bridge between c# and c++ ). The code is simplfied, more intuitive, quicker ,natural + more garbage/memory friendly. The c# gets the messages from the c++ more naturally/explicitly. I've tested ps4 and editor and it seems fine ( but just want to give a heads up in case everything blows up ). I kept seeing DTLS stuff in the GC cleanup ( + all that ScopedAllocator stuff in pix looked well over the top in the callback ).
[D11] + Missing script which handles brightness of stars during the day and night
Log tier new blocks, includes models/gibs/col
[D11] Added check to prevent platform icon appearing in the event of a suicide
Changed menu option order for cloning
fixed sprinkler anim final frames so they loop properly
[D11][FP Feedback][Gameplay][#3890] Player can interact while aiming
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