140,037 Commits over 4,505 Days - 1.30cph!
fluid switch/splitter/combiner, heater, door controller, digital clock, pressure pad, laser detector, hbhf sensor, counter, button and seismic sensor now all have proper world models.
each lod0 is cheaper than burlap sack
added small tunnel parts, added random room spawn functionality
Remove string interpolation from BlurOptimizedPass
Avoid delegate allocations in SSAOApplyPass
Elimitate GC allocation in terrain depth pre-pass
io entities: splitter, XORSwitch, Rand, Memory Cell, Root Combiner, ANDSwitch, Blocker, Branch, DflipFlop now have proper world models instead of burlap sack.
each LOD0 is cheaper than burlap sack, some by a considerable amount.
Renamed small train tunnel rooms, fixed pivots, added more shape variety (WIP), renamed placeholder water material,
Fixed audio falloff for the explosion distance
merge main -> rust_relay_server
Fixed CH47 skipping airfield if a server restarts after its been called
optimized bandages worldmodel LOD0, now cheaper than burlap sack
Add a null-check for renderer feature component creation
opitimised sleeping bag world model LOD0 to be cheaper than burlap sack
optimized wall frame netting worldmodel LOD0 to be cheaper than burlap sack
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
weapon rack single 2 and 3 worldmodel LODs optimised to be cheaper than burlap sack
Add more profiler instrumentation
optimised small spike trap dropped worldmodel lod0 - now cheaper than burlap sack
landmine worldmodel LOD0 cheaper than burlap sack LOD0
properly handle dialog closing on player death and sculpture destruction
optimised new workbench component world model LOD0's which are all now cheaper than the burlap sack
Move volumetric light beam UpdateCameraRelatedProperties work to vertex shader
optimised worldmodels LOD0 for these specific items to be under burlapsack LOD0 triangle counts
Update sheep sleeping clip lengths
Toggle BeamGeometry component when mesh visibility is set by LOD. Fixes UpdateCameraRelatedProperties running for every disabled beam.
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean
Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level
This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
Don't rotate with stretch.
Fixed NVG scientist heads not appearing on trophies
Better fix, use a TerrainPlacementBlocked component
Subtract
160438, would have had unintended side effects
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there
VBSP: Fixed WVT patched materials not being added to patch list
* Fixes detail props not appearing on WorldVertexTransition materials when they are applied to brushes and not displacements
Fixed Hammer crash when rendering certain materials
* Such as models/wireframe for detail prop material
Fixed some Hammer toolbar buttos not having descriptions
Fixed Detail Objects not rendering on brushes in Hammer
Fixed more potential crashes
Updated to use the correct arms only viewmodel
Stats boilerplate, save load
Sleeping behaviour
Remove unnecessarily setting the recycler type syncvar when loading from a save, syncvar is already set to autosave
Fixed up all the splines for new stations and work cart spawn placement
Restore BlocksWaterFor (removed in
112791 ) which fixes the missing submarine oxygen status
Fix consuming something not automatically updating metabolism
Fix load screen hiding for passengers a bit too long before the driver loads in
Block ticks, RPCs, and interactions from players while they are still transfer protected
Use powergrid.powerlineBasePowerOutput when 1 fuse is inserted, interpolate towards powerlineMaxPowerOutput with each additional fuse
Probably fix passenger desync when flying a scrap heli to another server
Update CraggyIsland_Nexus scene
Fix nexus.redirect not working properly after switching menu scene to load async
Fix disconnect callback not running when being redirected to another server during nexus auth