197,513 Commits over 4,110 Days - 2.00cph!
Fixed Shelves not wanting to snap together properly
Added debug command for snapping
Evaluate every snap type first and then go with the best one automatically based on a score - just use distance for now
Fixed issue with large storage box where it would go invalid on one side depending on the placement
(subtract) to get the right value
Implemented store DLC tab, wired the dlc overlay pages
Calculate a better Y placement height
Set all snapping casts to have a maximum of 1 unit
New user-bindable marker commands:
- `buttons.markcurrentpos` to place a marker at the players position on the map
- `buttons.clearmarkers` to clear all map markers
Reverted
123230 "merge from session_analytics", needs more work
Do not build bootil 64 bit on linux/osx
Threadtools/tier0 merges from x86-64
Update Windows build scripts again
Build bootil 64 bit
Can now build 64bit filesystem, addons, addons_fs, vpklib, vpk and vtex
Fix NRE from party menu trying to render when opening DM menu in chat
Follow ScriptableObject references when finding referenced prefabs (fixes bootstrap bundle missing some assets)
Make LevelManager safer to use with overlapping async operations by queuing them internally
Fix ordering issue with AsyncOperation by only starting to load non-bootstrap asset scenes once the menu has loaded
Fix scenes created at runtime (client entities, etc.) being accidentally unloaded by LevelManager because they are created when activating the new scene
Load asset scenes in parallel
correct default max brightness
merge from indirect_instancing
smooth out abrupt fog/lighting change when going underground
Re-enabled instancing for the Nature/Cliff shaders
- Fixed invisible objects due to state information ending up wrong in the prefab pool
- Fixed method ambiguity build error in BufferList
- Merged aggressiveShadowLod optimisation into InstancedLODComponent
- Allow RendererLOD collapsing when instancing is enabled
- Added stats about fallback rendering to indirect instancing diagnostics
- Fixed shadow proxy detection
- Avoid leaking memory by actually destroying monster meshes before recreating them
Clean: Refactor free-slot searching logic
Hope is to make it harder to mess up index calculation when writing more code of this style
Tests: GamePhys unit tests + projectile consistency unit test
Added extra sanity checks to projectile consistency testing
Moved the storage monitor socket on the horizontal barrel to prevent placement error with hopper, also prevents them clipping into each other if you place hopper first.
patrol_heli_revision_fixes -> main
Fix strafe think NRE
Remove logs
Tests: GamePhysics.TraceRrays and TraceSpheres coverage
Wasn't covered previously which led a bug slip in. But has already been fixed.
Tests: ran it with bugfix revwerted - failed(as expected). Reapplied fix - passed
Update connect modal design
patrol_heli_revision_fixes -> main
Fixed weird recursive patrol -> orbit state issues
Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
Added a button to reset the timescale to 1 in the Rust Editor window
Also added a new menu item to open that window: Tools/Rust Editor
added missing effects update on batched projectiles and retiring into the prefab pool
Fixed argument mismatch on one of the auto turret tests
clear static test field in pet-test teardown
Resolved auto turret merge conflicts
Clean: simplify previous bugfix
Tests: ran the unit test
Update: Projectile.TestConsistency now checks for number of phys commands issued
Tests: unit test passes
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result
Tests: consistency unit test now passes
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Bugfix: TestProjectileEntity now works in C+S
Tests: ran the previously failing unit test
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet
Also noticed serial test vs entity is failing - will fix next
Tests: single-projectile-batch test passes, but the whole batch fails
Dont try and flee to a monument if you're already inside one (improved)
- Have scientist aim up and down instead of only horizontally (only visual)
- Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
updated the diy hammock from blockout to finalised mesh and textures
merge from main (AutoTurret.Server conflicts)
Restored UIBackgroundBlur-IngameMenu mat
Update: ProjectileTests.TestConsistency - debug code to isolate projectile
Still fails on 520, but now with different results(proj moves, but different height).
Tests: ran unit test - fails (expected)
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test
- Removed old serial validation logic
- Renamed PerfSerial test to Performance (since it also runs batched variation)
Detects an issue currently, investigating.
Tests: ran the new test - fails (kind of expected, but still suspicious)