157,763 Commits over 4,536 Days - 1.45cph!
Better approach - load the mainland texture assets into a bundle and the deep sea assets into a bundle, then dynamically load/unload them when we need to swich (usually behind a loading screen anyway)
Verified can switch between deep sea and mainland in a build and memory profiler shows only one Texture2DArray loaded at any one time, saves 139mb
Had to make actual asset changes for this
fix vclouds not respecting render scale in RRP
merge from automated_testing (test fixes)
Restored some timeout attributes
Fixed failing Livestock_PaintsTheColoursOfTheStageItGrowsInto
Restored LambWool.asset
electronic chessboard;
- early initial art setup still very wip
- prefab created
- item created
- material created
- sitem created
- ran manifest, localization, skins
More editor test fixes
Test list
Fix SocketMod_TerrainCheck.cs after merge
Fix Antihack.cs after merge
Baked sheep fleece, was needed after
166175
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merge from main -> fix_foundation_clipping_rocks
Fix player teams / invites / contacts being lost when server crashes / didn't get shut down correctly - another save cache issue
Add ability for entities to opt out of using the save cache, enabled on RelationshipManager
Fix medieval doors not counting as closed for base occlusion (they were prefab variants not straight skins)
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
Bugfix(editor): fix net id desync after reloadmap
Tests: threw a rock after reloadmap - no desync errors
remove toggle option for neutral light, it's stuck on in rrp for now
Big test description pass
Removed all the useless TestTimeout attributes, tests already have a 30s default timeout
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max)
- falls back to recursive if the cache misses
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup
Tests: reloadmap didn't generate errors
TestLivestockHome cleanup
fix water reflection probe funkiness when using the chippy arcade machine in RRP
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Added static prop versions of blue computer terminals. Added collision for Small Random Room J
improved monument placement - 13s faster
- split tier check out to early exit as a first check and water check to run at the end
- let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
merge from render_pipeline_testing (fixes)
Milky Healing Tea 112 > 100 healing, currently cant have more than 100 pending health anyway
replaced topology query job with direct call into burst compiled code via blittable UnsafeList<T>, the tiny job runbyref overhead adds up with the amount of queries we make
- shaves another 22s off, which is ridiculous
fix volumetric fog shadows not working in RRP
optimize the flash beams too, they share the same shader as lasers.
Excluded some benchmark tests from CI
Bugfix: avoid local client player being destroyed during scene switch
also trying scene loading to happen if already in the same scene, but breaks a bunch of stuff
Tests: reloadmap, no longer seeing one of breadcrumb errors, can see legs and move
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Added an editor test to check the store doesnt use mp4 videos because looks like I can't check a video extension myself
Fixed the contact images being too dark on RRP
Halloween Wallpapers - texture updates
Updated instrument dlc video (was mp4)
Removed some old mp4 refs in prefabs
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned