160,612 Commits over 4,566 Days - 1.47cph!
Saveload the hours remaining for event schedule events
Fixes for example cargo ship being just about to spawn, server restarts and now you have to wait the full cooldown again
merge from scrap_king_building_skin (lightened interior concrete)
scrap king - concrete texture tweaks
Fix PersistentObjectWorkQueues stalling in the editor with skip domain reload
Add the attribute to some missing places
removed unnecessary files
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merge from viewmodel_skinning_update
Remove split shadow culling for now
merge from pedalbikewheelfix
merge from procgen_fix_monument_spacing
merge from procgen_fix_canyon_tunnels
small games wooden table;
- game textures
- material updated
merge from carvedpumpkin_lodfix
merge from cinelightmeshfix
merge from planter_guide_fixes
Merge from probe_cameratype_fix
During probe rendering set cameraType to reflection only during RRP render to stop unintended rendering
Optimize refreshing links after block is spawned & killed
- refreshing neighbors was causing faces to be queued multiple times, will now only queue each face at most once after changes
Apply the new collision ref collision to biofuel generator (just for testing)
Mark any mesh used for collision baking as ExcludeFromBundles so it won't be added to the build
Fix BoxColliderBake component having different serialization layout when building
Switch the tests with doors from unit tests -> automated tests
- was throwing errors after the navmesh was changed, figured may as well make automated
Merge from livestock_animals
Add missing shears effects
Update item description
Merge from CullWhenInside_vis_improvement
mainisland_roaming_scientistboats -> main
Updated CullWhenInside to run in a PersistentObjectWorkQueue with a 1s min lap time so it can't update too often. Has a 0.01ms budget so it generally can only process one a frame
Reduced LODManager budget to 0.05ms from 0.1ms
A large portion of LODManager ChangeLOD calls were spending all of their time in CullWhenInside due to it's expensive Vis check, by moving that out we should have more responsive LODs even with a smaller budget
Introduces a small delay when building over bushes, but we gain 0.05ms overall
When a boat’s driver dies another scientist now takes over driving
- 20% chance for scientist rhib to drop a blueprint page
- 20% chance for scientist pt boat to drop a blueprint book
Fix leg ik not working on the rear pt boat
Removing Primitive tech tree tax, as it was always rounding up to 2 blueprints used.
Merge from terrain_textures_review
- Boats in a group no longer pass a hidden player back and forth forever, they give up 45s after losing sight of him
- PT boat turrets look around when they have nothing to shoot at
- Roaming boats patrol closer to the coast, min shore distance 100m -> 35m
- Fixed killing the roaming boats event leaving behind boats spawned less than a second earlier
- Removed a duplicate line of sight check when roaming boats pick a target
Cache "is outside" score per set of connected rooms, only recalculate the rooms that were changed
- makes it cheaper to destroy / add blocks to buildings
Prototype Rust+ camera that renders real models, textures, etc. withn the app
Editor tooling exports mobile-friendly assets for uploading to our CDN
Optimize empty room search after blocks are destroyed
- track rooms when they have all faces removed and mark as destroyed instead of checking to see if any rooms need to be cleaned up
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Adjust recoil, weapon rack config
Optimize time taken when room occlusion is turned on at runtime (18s -> 4s)
- only visit every face once instead of refreshing nearby faces and calculating multiple times