137,428 Commits over 4,474 Days - 1.28cph!
Clean: remove BasePlayer.UpdateSubscriptions, it was only used in unit tests
- fix TestPlayer.UpdateSubscriptionsConsistency unit test
Tests: ran unit test
Merge from PlayerMaintainedMonuments
Run S2P on outpost, launch site, and powerplant again after stomping changes from
156459 Manually disabled shadows on wire_prefab
Codegen
Fix vignette settings remapping
Add screen_blur_UI_RRP volume asset
fixed up rotation on icon for smallbackpack and re-rendered icon
Setup night vision overlay and volume
Better update process (pause and resume the playable, don't manually evaluate it)
gamesroom shotgun trap
- game model updated
- textures added with bake preview
- max res set to 1k for skin
- updated material
- updated prefab
Pool table aiming logic is now client controlled - this gets around any latency.
Server will validate proposed changes.
Clean: initial pass of removal Jobs 2 code
- removed hand-rolled async state machines
- removed all code dependent on !UseUniTasks
Tests: compiles
Added new sounds for supermarket freezer
Merge: from culling_falsepos_improve
- Update: restore culling.debugshowstats functionality
Tests: built debug client standalone, used the command in editor
Update: replace editor GUIStyle with default one to allow culling.debugshowstats to work
- remove UNITY_EDITOR defines
Tests: built debug client standalone
Fixed the rendering of the night light and prevented it from rendering during the day
smallbackpack material tweaks - set textures to stream, fixed itemname, fixed workshopsource url
merge from piemenu_binds_feedback
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
Fixed some letter being truncated
CRLF to LF line endings for the BlurOptimized shader
Added the night light renderer feature and pass
texture update to wooden crate 2
elite crate and wooden crate 2
Added the night light volume component
Experimenting with throttling animator updates by screen space of characters
Added a Burst loop that calculates the screens space of every player model
Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps
It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
Fixed DecalCull components not showing decals at all at lowest quality settings
This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals
This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level
Decals on low settings now pop in pretty obviously, but at least they render when up close
Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes
(eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
Fix RRP colour grading Lift not being applied correctly
Freezer fx tweaks & cleanup
Removed animator from non-interactive elevator door in destroyed wing
Merge from weathereffect_queue
Missing partial, compile fix
Merge from weathereffect_queue
Fixed work queue not compatible with reset static fields (abstract class)
Merge from weathereffect_queue
Fixed AuroraEffect
Change budget to 0.02ms
Merge from apartment_complex_monument/wire_shadow_fix (fixes powerline shadows)
Merge from vm_currency_drop_fix
merge from canbe_charms_audio
fix up charm equip/unequip sound implementation
Possibly fixed VM issue that was cuasing currency to be dropped from the back of the VM in some cases