134,340 Commits over 4,444 Days - 1.26cph!
Fix nothing rendering for real this time.
fix some missing guides, render alpha cutouts
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
scale lighting by scene ambient luminance, so it's not overly bright at night
Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores
Change undo/redo painting icons to be distinct from rotation controls
Add colourpicker to painting menu
Change OutlineManager to only use "PhysicsDebris" as the Vis.Entities() layer instead of every single layer
- fixes 0.5ms lag spike every 0.5s
Added model greybox and material for Rust 12th birthday cake
Fixed deep sea globally networked entities being considered as inside the tutorial network group by TutorialIsland.IsTutorialNetworkGroup
Rust 12th birthday cake greybox model pass. Added viewmodel, world model. Updated cake entity, item and projectile with new greybox assets.
Add a small helper collider to fishing_village_b to prevent getting stuck
https://files.facepunch.com/jacob/1b2911b1/ShareX_e7JzS9nG2E.jpg
https://files.facepunch.com/jacob/1b2911b1/Unity_LEpW1Z6TJo.jpg
Added new material and texture for livestock
Silo is now T3 red card puzzle monument, spawns advance fragments - added additional 3 elite crates to R.U.S.T nuke room
Radtown puzzle room now had military crates
s2p
Anchor, cannon, plank, sail, steering wheel and small engine can now all be picked up using the hammer during edit mode.;
Trim input on crosshair import popup
Increase char limit to 50 and change overflow mode
drone camera view can look further down (60->80)
Fixed portal width extending over the terrain margins
require drones to be marked hostile for sentry and SAM targetting
building plans prop anims edited
blueprint fragment backface fix
blueprint world model fix (changed to optimized LOD components)
merge from supply_drop_fragment_fix
fixed basic fragments not spawning in supply drops, Was only spawning during primitive
merge from naval_update/deep_sea
Merge: from baseplayer_vis_nre
- Potential(low chance) bugfix for NRE on spectate end
- Breadcrumbs in case it's not fixed
Tests: editor and standalone build spectating loop
Clean: remove hacky testing code changes
Tests: editor compiles
Bugfix: potentially fix BasePlayer Vis NRE
- Added extra logs to catch other sources
- Refactored code to extract invariant checks
Not confident it'll actually solve it, if it does - can remove extra logs
Tests: using spec_loop command to force client to quickly spectate-then-stop in a loop. Tried both in editor and standalone builds - no issues(though I couldn't repro it originally this way anyway)
merge from naval_update/deep_sea
Removed beach entities on tropical1, kept the meshes only for now
S2P
merge from naval_update/island_scenes
Renamed deep sea tutorial island
Changing number of threads via convar will properly end the active threads and create new ones, remove unused fields, re-hook loading from save if it exists
Disable 50 cal colliders for now
Was intersecting with the PT Boat
Fix bone name collisions with my crappy year old tool
Merge from naval_missions
tarp fixes and added new variations
Further pivot point and spawn point refinements
Merge from /main/vm chainsaw update
Improvised walkway LOD/COL/Prefab progress