201,066 Commits over 4,171 Days - 2.01cph!
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
Spotlight: tweaked IO, deploy volumes and colliders
Changed the guide mesh
Fixed skin viewer quality changing based on the texture quality setting
Only works for the store for now, as these are the only readable skin textures
Christmas light setup following string light spawning changes
Bulbs are poolable
String lights can spawn multiple prefabs, picked randomly
Batching works with different prefabs and submeshes
Spawned point lights are poolable
Show error toast if we fail to change a skin because a player is sitting in the skinnable item
Make ReportPlayer and ReportBug prefab paths lowercase to avoid transforming it at runtime
Enable read/write on backdrop and road_tunnel meshes