201,074 Commits over 4,171 Days - 2.01cph!
Update: Escape hatch for Server sending entity messages out of order
- Client skips ordering validation based on message contents
Needed for the parallel server occlusion, useful for other places
Tests: local SERVER+CLIENT session, though no code uses this yet
edited chainsaw anim.controller and added strike to chainsaw effects folder
Use a single shared 200 x 200 texture to keep costs down
Show the real ingame map on a RHIB screen
Simplify SwapCamera. Removed an orbit camera lock position. Reordered orbit camera lock positions to go to the player first
Clean: removing dead param from SendAsSnapshot
I need the param for different logic, and it's been lost in the sauce since 2015.
Tests: editor compiles
Updated fluorescent light icons
Updated water bottle, bota, basket and syringe override controller and entity
Added missing editor scene view check to the Combine and ClearRenderTarget passes within the DeferredIndirectLightingPass
Only update the ceiling fluorescent light cables when the light has been recently damaged
CeilingLight code cleanup
Animate the throttle level on the new RHIB
Support reverse
Fixed game view indirect lighting when in prefab mode
Fixed ceiling fluorescent light collision issues
Added pipeline textures that get set during the Setup pass. This makes Deferred Indirect Lighting work correctly in the new render pipeline
Hanging fluorescent light setup
Added TransformLineRenderer for the cables
Scientist RHIB texture and model update
Re-enable Read/Write for collision meshes only
Re-enable Read/Write for collision meshes only
Fixed the lighting and shadow issues when using the Rust.RenderPipeline
added editor-only debug convar to just spin mouse at a set speed on x-axis
Fluorescent light prefab setup, deploy volumes, colliders, io etc
merge from storeitem_phrase for todays skin upload
Spotlight collider tweaks, added a large interaction collider
Electric table light prefab minor cleanup
Added working compass to the new RHIB
Update: Test.ServerOcclusion - rewrite perf tests
- Also added ParallelJob perf test covering recent
Shows that 1k pairs case goes from 2ms to 0.2ms with ParallelJob - hoping it'll carry over to live env.
Tests: ran the perf tests
Fix max health display applying modifiers twice on the client.
Fixed advanced christmas lights spawning disabled bulbs
added new mesh for charity plushie 01
set up new prefabs for the new plushie
updated textures and materials and set up new material for plushie sash
Fixed the propellers not rotating with movement speed
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Add Waterworld to the scene loader
Update: Test.ServerOcclusion - update stale cases with new ones
This was much more painful than expected. Need to update the perf test next
Tests: ran the unit tests
Fix changelog panel looking wrong when first opening it
Fix changelog button remaining toggled on if closing the inventory menu whilst changelog panel is open
RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
constraint editor on by default
moved constraint editor to handles, re-used Unity's angular joint handles
More farm set dressing WIP
viewmodel medical syringe - Fixed sound being mistimed when used on wounded player
Blockout farm entrance kiosk WIP
Bugfix: replacing old occlusion cache to unblock unit tests
All expect-true tests are currently failing - need updating the query locations
Tests: ran the Server Occlusion tests
Update: batched OcclusionLineOfSight now handles sending updates internally (like serial)
- driven by OcclusionLineOfSightNoBroadcast - this thing we can test
Don't like this encapsulation, but it should prevent issues like missing foundPairs.
Tests: none, trivial change
Scientist hit reacts and death prototype animations
Move field to server only
Renamed all lights in the pack to match the other IO items
Make sure to reset spotlight spring values on destroy