201,150 Commits over 4,171 Days - 2.01cph!
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
merge from bc_viewmodel_fixes/frontier_hatchet
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world
- less jitter
- actually moves in the right direction when spinning
Consolidate market price error handling
Fixed some items showing as marketable locked when they shouldn't
corrected rotation delta rootmotionstrength modifier, was ivnerted
Clean: simplify SendAsSnapshotWIthChildren
- remove includeChildrensChildren - it was always set to true
- remove the children null check - it's always created/set
Tests: compiles in editor
Update indirect instancing tools with new mesh r/w logic
Connect modal:
Ensure description is always cleared whilst we wait for the new one to arrive
Add a spinner showing the description is still 'updating'
String lights generation optimisations and refactoring
Lights and batched mesh are culled
Fixed changing graphics quality turning all string lights off
Fix workbench tech trees in vanilla gamemode
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread
- main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest
Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization.
Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
Updated keycard animations, override controller and entity
Fix server description not appearing on the very first server you click on after game launch
Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets
Fix bug preventing the images from changing in subsequent calls
Only update the loading screen image provided its been over a certain time period since you seen the last one
handling demo scrubbing and timescale 0 for batched projectiles
chansaw attack anims and anim controller updated
Bug fixes with the texture prepare process
Swap video player over to api mode and project to a texture.
Camera render doesn't seem to want to play properly
merge from modded_tag_fix
Fix servers been incorrectly placed in the modded category when they should be in community
merge from decor_lighting_dlc/wallcabinet
Wall cabinet tweaks, added pickup volume
merge from skinviewer_connect_fix
merge from bc_trophy_disabling_fix
merge from tutorial_webm_fix
merge from respawn_hide_cancel_button
merge from battlefield_tag_overflow_fix
Update VPhysics
Changes IPhysicsObject interface - Added `virtual float GetBuoyancyRatio( void ) const = 0;` at the end.
Adds PhysObj:GetBuoyancyRatio Lua function
Fix sorting by 'mode' not working
Sorting code cleanup
servers marked as 'battlefield' and 'build' will be battlefield servers
Stop Battlefield tag from overflowing
Bug fixes - ensure its hidden at the right point
Hide the cancel button when trying to respawn so players wont accidentally hide cancel
Fix tutorial modal video not playing correctly for some people
Improvised walkways progress
cleanup to try and find the bug