195,774 Commits over 4,110 Days - 1.98cph!
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
▍▋▌▅▌ ▅▆█▆ ▋▇█▄▌▇█▉▊_▋█▌▋▌▌▄▅▇▄█▋
hanging fish
baked down salmon, trout and catfish
reused pre-existing rope material
setup up 3 prefabs with collision
no lods yet.
Update: Hook in PacketProfiling for outgoing traffic
Only tracks Rust packets.
Tests: on Craggy in editor with runtime_profiling 2 and breakpoints
apply biome fog to cloud layer
Merge from climate_volume_blending_fix
Compass animation update + adding camera movement
Fixed an issue where the climate post process volumes would have their weight and dstWeight fields equal, but not weight for the volume itself. This should fix visual issues with dying underground and reconnecting underground
latest batch of textured props for trawler ship
Fixed owned items video fading issues when hovered
add biome fog ambient saturation mult to weather presets
Bugfix: MonumentBenchmark - clean-up CullingManager between monuments
- Also reduced cool down frames to 5 from 10
That's all NREs for monuments done, hopefully none in standalone as well
Tests: played MonumentBenchmark in editor
Ensured Demo message types is up to date with our current network list
Thanks Daniel!
Better quit modal (dismisser and blurring)
Better base page transitions
Remove logs
Make dismisser prefab
updated collision and prefabs of arrowbucket c and small bullet container b
Bugfix: MonumentBenchmark - clear dungeon entrance cache since we destroy them now
Only 1 exception left
Tests: MonumentBenchmark scene in editor
Compass skinning update and reasign bones in .viewmodel
small bullet container B variant
updated orientations of matresses
added collision for each.
Bugfix: MonumentScene - create missing World.Config that some monuments rely upon
Tests: ran the MonumentBenchmark in editor - less errors
Update: MonumentBenchmark - clean up any left-over prefabs
Some monuments spawn dungeon entries or the like, and they stay in the scene after we start benching a different prefab.
Tests: played MonumentBenchmark in editor
Strip source generator depdencies from build
Update: speed up MonumentBenchmark
- 10 frames to cool down instead of 5s
- bench 60 frames instead of 120 per vantage stage
Cuts down from 35m to 4m50s.
Tests: played the MonumentBenchmark scene in editor
Update: MonumentBenchmark - bench all monuments instead of 3
Took 35minutes, need to reduce timers
Tests: autobench in editor
Refactored takeovers to be overridable by item grids
Takeovers custom inspector
lods for old single mattresses 1/2/3
updated prefabs (need to add collision)
updated materials.
Always show icon and text when looking at dropped item, regardless of the crosshair mode setting
merge from patrol_heli_rideheight_increase
merge from patrolheli_watercrash_fix
merge from jungle_building_floor_fix
merge from spoiled_produce_fixes
▆▆▋▌▍ ▌▉▍▊ ▅▇▄▊▆▆_▇▇▌▇_▍▌▋▍▇_▌▄▋
merge from fridge_pickup_fix
merge from parallel_validatemove.
merge from horsepopulation_primitive_fix
Restore horse popuplation convar on primitive gamemode
Added Banana Bunch Prop
Setup Banana Bunch Prop Prefab, LODS and Colliders
Imported Banana Bunch Materials and Models
Added support for rendering sphere and capsule spatial environment volumes on transparent objects
Debug: Bring back player cache validation on release
Saw on release env today that it did trip up twice and prevented issues, so there's still value in it.
Tests: none, trivial change
A week's worth of fixes for indirect:
- Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing.
- Moved indirect ConVar stuff to a proper indirect_instancing.cs
- Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear.
- Revamped the indirect compatibility decision logic to be more granular and robust.
- Fixed invisible models when a renderer in instanceable but none of its materials are.
- Fixed NRE when encoundering null materials.
- Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility.
- Downgraded assertion exception when a shader wasn't found to just a warning.
- Reworked RejectReason structure to a struct fully interoperable with bool.
- RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled.
- Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes.
- Automatically disable RustRenderer if object is a shadow proxy.
- Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
Fixed shader errors about missing implementations of vertInstancingSetup