141,100 Commits over 4,505 Days - 1.31cph!
9x improvement on the triangle culling for heightfield bounds by making it native
- Added a dust effect in the background
- Make sure orbital camera works (slow it down)
- Invert controls
Various small fixes and cleanup:
- Root the native log callback delegate in a static field (GC could collect it and crash the next DLL log)
- RebuildTilesInBounds no longer skips the default navmesh when independent navmeshes overlap the bounds (stale tiles at island/monument seams)
- IsNavMeshBuilt answers from the agent's bound navmesh with a lazy rebind instead of a fresh resolve that could disagree with every query
- Restore rustnav.debugpath / debugraycast / debugsample, ported to the NavVector3 API with proper independent navmesh space transforms and a not-built guard
- Delete dead code: GeometryUtils, NavmeshHelpers, TileExtractor (CreateBoxMesh moved into BackgroundTileBuilder), unused RecastWrapper P/Invokes pointing at removed exports, disabled MAX_BUILD_QUEUE throttle, GetOrigin, IsSprintingOnClient
- Skip MeshColliders with no sharedMesh during tile collection, bounds-check FailTile/AddTile coords
- TryOpenDoors reports whether a door actually opened (TryOpenDoorFor void -> bool)
- Null-guard RustNavigation.Instance on scene teardown, clear the stale Instance in OnDestroy
Limit nav drawing network use with kb instead of per tile, show grid again in editor, move label for tile coords to tile height
merge from render_pipeline_testing
fix brp error spam on low water quality
Terrain footprint for both variants of rock_formation_medium_e
Merge from setflag_remove
Fix SetFlagLocal compile error
Terrain footprint for 3 variants of rock_formation_medium_d
Terrain footprint for 3 variants of rock_formation_medium_c
Terrain footprint for 3 variants of rock_formation_medium_b
Terrain footprint for both variants of rock_formation_medium_a
Add terrain footprint calls to PlaceDecorUniform, PlaceDecorValueNoise, PlaceDecorWhiteNoise so all rock types can make use of the new component
slight edit to glass ar admire anim
Merge: from mt_snapshot_saving
- Bugfix for HittableByTrain components not saving in Jobs 4 mode
Tests: spawned a tall wooden barricade with Jobs 4 enabled
first pass on critter animals general setup
starting with the frog 🐸
Bugfix: cache owner entity of HittableByTrains on init
Avoids lookups while running SaveComponent
Tests: spawned a wooden double barricade with jobs 4 enabled
Glass AR - fix for borked base color texture breaking ammo alpha clip
Removed lingering generator on hills_cliffs_small\rock_formation_small_d, added terrain footprint for v3_rock_formations_small\rock_formation_small_d
Terrain footprint for both variants of rock_formation_small_c
Terrain footprint for both variants of rock_formation_small_b
Terrain footprint for both variants of rock_formation_small_a
Merge: from async_serveroccl_gen
- Optim: 4.5k server occlusion grid now generates in 22s, down from 45s
Tests: unit and perf tests, 2p on craggy to validate server occlusion, visualized 4.5k map occl grid results
- Experiment with rendering the icons live, so if i change race then or skin colour then in the face tab it will show the correct race/skin color.
- Fix various bugs with the preview player model
- Remove the dodgy debug text
- Tabs auto match the sub category labels
- More tooling for taking/adjusting icon shots
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils
Tests: ran compile simulator
Fix corrupt hazmat suit item prefab
Merge from setflag_remove
Remove obsolete SetFlag and replace existing usages with the disposable pattern
exported edited flashlight refresh 3p anims and new vm admire anim
Update(editor): add heightmap sample and isInside visualization to server occlusion editor debug
Spent too long chasing non-existent domain reload ghosts
Tests: visualized occlusion of EU East 1. tested occlusion gen on craggy with 2p
updated Seaturtle model with LODs.
Fix crashing when switching cameras, + error spam.
Glass AR - texture and material update, more tint adjustments
Fix scientist path success check being wrong (or instead of and)
added Satellite.static.entity
Fixed long names on the market terminal rendering over the sides
Setup the viewmodel drop animation that's been unused for years on various grenades
merge from vehicle_pooling
merge from Sculpture_SmartAlarm