140,849 Commits over 4,505 Days - 1.30cph!
Glass AR - fixed worldmodel sorting issues with other in game glass objects
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
Merge: from vehicle_pooling
- Buildfix for BallistaGun
Buildfix: wrap Ballista private members in relevant mode guards
Tests: ran compile test
cleanup and set values to palce pipes closer together, still only 20 on 4k map
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
Possibly fix a ModularCar.DoDecayDamage server error caused by vehicle pooling
Deleted old materials/model/rig/anim files
- Moved materials/model/rig/anim files to the original folder
- Deleted 'New' folder
- Deleted erroneous vm_flashlight prefab
Merge: from hackweek_unsafescriptingaccess
- New: utility to bypass Unity's thread safety checks and conditionally execute code in async (Unsafe.UseMultithreadedScripting convar, def 1)
Tests: unit tests, manually built & ran all flavor combinations of executables, tried mac and win editors
Update: grab binaries from the merged PR
- addesses review feedback, functionality is same
Tests: ran unit tests on Win
merge from vehicle pooling
a lot more resets for vehicles,
undo a bunch of generic animator resets for poolables(its way easier to just reset parameters inside of individual scripts.
add automated pooling tests for all vehicles (spawn -> mount -> move -> respawn a couple of times -> validate its clean back in the pool)
worldmodel and static prefabs updated with new model
Update: mark UseMultithreadedScripting explicitly defaulted to enabled
It kept disabling it despite underlying var being enabled
Tests: booted into craggy, looked at var state in console
initial pass at reworking how pipes spawn along roads
Update: codegen
Tests: none
WIP on large randomised rooms for train tunnels - control room and boiler room so far. Added placeholder blockouts for specific, bespoke props we'll need. Exploring look dev and room layout. Updated manifest
Clean: unify style, add comments
Tests: none, trivial changes
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
Clean: missed meta file deletion
Tests: none, trivial change
Update: move UnsafeScriptingAccess to Facepunch.Unity
- add unit tests
- delete old TLStest and it's scene
Tests: ran unit tests
Code support for siren light.
Hook up to control computer in the launch site scene/prefab.
S2P launch site
fixed pools, re-rendred glass ak icon with slight rotation tweaks
Update: re-enable the feature for clients as well
- add editor only RustNative_Editor
- rewrapped the code behind UNITY_ASSERTIONS
Tests: built all flavors of Rust locally (win, linux, mac | client,server | debug,dev,release) and ran them, got passes everywhere
updated wooden loot crate gibs
reduced gib quantity from 90 -> 22
updated wooden loot crate prefab gib settings
Skull Wall Torch - added final LOD0 and WIP textures
Merge from medical_honey_bandage
adjusted berry collectable bushes to be more forgiving
noticed that blue berry collectible had 2x more lod fields that were unnecessary and were also conflicting each other which may have caused it lod'ing too early
all berry bushes have matching distances now
Customiser block out animation set
merge from darts_leaderboard_fixes
Fix incorrect PoolBallData pooling
pooling fix, enables pooling on thrown darts
optimised world models for mp5, double barrel shotgun and both youtooz figurines
all were on the rigged setup - skinned meshes and bone hierarchies that do nothing once dropped.
- Skinned meshes: 24 -> 0
- bones: 16 -> 0
- Prefab SkinnedMeshRenderers: 14 -> 0
- LOD0 renderers: 7 -> 4
- Meshes: 25 -> 13
also stripped exported tangents/binormals from these plus w_diverak47 (unity recalculates them on import) and cleared the leftover import settings on the fbxs: FBX size 3.55MB -> 1.74MB (-51%).
Steam Input is now the main (and only) gamepad input method.
Lots of refactor to strip the old double setup out.
Updating ammo script for glass ak to hide bullets based on ammo count
merge from chainlink_fence_fix
Feel free to stomp any monument changes coming from this branch