159,389 Commits over 4,566 Days - 1.45cph!
Add `packet_capture` command to capture outbound packets on the server
- will capture up until a certain size or time limit is reached
- writes to disk with 8MB buffer
- intended to allow capturing network data so we can simulate optimizations on the raw data
- no overhead when turned off
rust 13th birthday cake;
- textures added
- icon updated
- material updated
- prefab updated
Playerboat dismount points are now baked into prefab attributes instead of a transform array on the block
Authoring is the same in the prefab but the transforms can now get stripped during preprocess
Saves a couple gameobjects and the array per block, but opens the door to do more stripping on all building blocks
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merge from render_pipeline_testing
implement texel density vizzer in RRP
don't render water in preview cameras
merge from boateditmode_priv_fix
Fixed client showing boat privilege for edit mode boats you have no auth on
Budget group-change entity snapshots to fix client stutters when loading grids with large bases.
The server sent up to 512 snapshots per player tick, which flooded the clients receive tick instantly anyway
New server.snapshotsendrate (default 800/s per player) sets a budget from seconds (rather than ticks)
Canvas/UI gamepad optimisations
biofuel_generator_anim_fixes -> main
tattoo shader fixes
- fix player looking hella dead
- fix tattoos cappe at 65% opacity
also lowered brush max size again, 0.5-3
added seagull flock mesh, textures and material. created a seagull flock prefab
Hook missing cow and sheep eating variants, and sheep happy canter
merge from 3p_idle_throw_grenades_fix
Set up custom offset in alien costume
Prototyped added custom bone option in wearableholsteroffset override
Uses GetTransformSlow so we can use it with the bone retarget component
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Remove support for direct connections to the Rust+ websocket, not used anymore
exported beancan grenade vm attach/drop and throw anims with baked keys on the beancan joints
merge from deepsea_unloading
Never unload the deep sea asset scene if it has been loaded by an entity in the main island (modded)
Traveling back and forth was still unloading it
Remove unneeded CausedBy function
Fix 3p grenade throws swinging out to the side when standing still
- turn-in-place arm dangle gated on DefaultHoldType, so items moved to anim subsystems (grenades, melee, shield) counted as empty hands and got it
- added PlayerModel.HasHeldItemAnimations: hold type, active subsystem on the held entity, or a spent item still finishing its anim
- covers throwing your last grenade, where the entity is destroyed mid-throw
- dangle now only applies to genuinely empty hands, same as before the subsystem migration
Updating nailgun viewmodel rig with updated mesh
merge from ui_misc_optims
Update supported shaders list
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Fixed some store pages referencing assets from other packs, copy pasted leftovers
Add a tool which syncs grenade release events across their drop/attach anims, so they release at the same time they used to when using the throw anims
Fixed a few that were out of sync
fix tattoos not showing on first-person legs
Tweaked foundation mortar color
switch head tattoos to uv0 with shader fix for more consistent resolutions
fix ReadOnly attributes
Clean up CBuffer declaration and add some more properties to prevent shader errors.
Scrap king atlas b / foundation tweaks
Fixed discord logos compression, just reduced their size to match the used mip and made them multiples of 4 so they compress to DXT5
Rotation fix for cow and sheep jump down going forward