160,714 Commits over 4,566 Days - 1.47cph!
small wooden table;
- lods added
- prefab updated
Batched meshes only recalculate UV0 distribution metric, UV1 are for lightmaps which we don't use
Editor profiling, walking around the same big base: RendererCell.ApplyBatches ~4.5ms -> ~3.1ms
Fix "can't remove Light because RustAdditionalLightData" and Door-related AnimationEvent error spam
small wooden table;
- adjusted item name
- prefab updated
- icon updated
- sitem created
- ran manifest, localization, skins
Show BoxColliderBake component in inspector
Remove source asset id field, now expects a diret reference to the model asset
Remove menu items
Merge from prefab_hierarchy_flatten
Merge from livestock_animals
Stop processing nested entities twice, which was causing some doors (and possibly other things) to break
Fixed shears world model not playing deploy animation (was playing fire instead)
Attempt to make clearer what recessive genes are, by naming them explicitely in the UI and vendor instead of hinting at them
Possibly fixed double firing shears sfx and missing attack event warnings
Fix steam networking bug from only sending the last batch as Immediate
- set every single batch as immediate on steam networking, only set last batch on raknet
- fixes every packet waiting 5ms for nagle in steam networking
small games wooden table;
- texture polish
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Try to fix a weird infinite loop with 32bit VPC on Linux
Optimised RendererGroup invalidation, only the combined mesh holding the block is switched back to separate renderers
Editor profiling, walking around the same big base: slowest LOD switch ~2.5ms -> ~1ms
merge from held_item_fixes
fix weapons aim while holding items and turning + melee head wobble when jogging. (move more code to HasHeldItemAnimations to work with subsystem held items)
fix predict turn feet yaw being completely wrong in rowboats, use raw aim yaw instead.
merge from fix_packet_capture_rustrelay -> main
Fix packet capture writing packets sent to rust relay
- intended to only capture player-facing traffic
- can use convar `packet_capture_rust_relay` to enable capturing rust relay if you really want
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Fix edge links which have identical distances flipping based on what was placed first
- make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
sprinkler_color_fix -> main
Fix radwater sprinklers spraying clear water for a moment when switched on
Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
Delete vpk_osx32
Linux build fixes
* Don't build datamodel for 64bit dedicated servers (unused)
* Fixed compile error on Linux64 introduced by recent StudioMDL changes
* Fixed Linux64 client trying to build for 32bit and failing
* Move Linux64 binaries into a subfolder to match x86-64
* Remove "64" suffix from Linux64 .so files
* More of the client builds
StudioMDL Linux build progress
* StudioMDL builds, runs and can build models on Linux (64bit)
* The only caveat is that I have to comment some unfixed/unported stuff for it to work properly (TODO)
Fixed a crash with Vehicle:SetWheelFriction
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue
Add some pool analyzer attributes
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Updated icon meta for garage door, box and charm (broke during merge i suppose)
Premium Warhead Box - Added WIP conditional meshes for adaptors
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Reset the flag when pooled, doesnt seem to cause issues but good practice
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merge from ugc_censor_option -> main
Set timeout for uploads of signs to 10s
Fixes from API changes
- max amount of uploads queued to 1k
- include server ip & port in JSON body instead of headers
- update endpoint
merge from batch_all_packets -> main
merge from batch_all_packets -> main
Match network to main (since it will be increased during staging wipe)
Enable jakes dynamic_occlusion_pausing by default again
Possibly fix the "door stuck half open after alt tabbing" issue that caused us to revert it last time
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Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell