141,784 Commits over 4,505 Days - 1.31cph!
merge from improved_event_saveloading
Fix all non-puzzle crate and barrels spawns being set to never respawn on both oil rigs (happened because "Process" context menu messes them up)
S2P
Standardize navmesh door benchmark to follow same conventions as agent path following benchmark
merge from monument_blocker_explosive_ammo_fix
Fix explosive ammo not dealing any damage to monument blockers
merge from skin_pooling_fix
Fix pooling bug causing random skins to appear on deployables
Fix siege towers doors, better behaviour for NPCs when door is slammed on them
fix annoying high freq metal clink in one heavy plate footstep
tweak gib phys materials on some monument blockers so they play better destruction sounds
add thin metal destruction sound for trolley and vent cage gib stages
flashlight refresh sounds
heavy plate armor movement sounds
loot crate refresh gib sounds
slightly improved the quality of the vending machine texture & improved the cable faceting.
Re-implemented the internal shadow box to fake the interior depth but this time merged it to the vending machine geometry, reducing a draw, and also allows me to change the culling mode on the vending machine material from 'off' to 'Back'. This means that the Vending machine no longer renders every triangle twice. This would have also affected the gibs too that inherit the same material.
Rewrite some navmesh door bug repro test that passed even without its fix
some additonal settings to carry over
chinook locked crate optimisation
crates + cage combined into one mesh with a single MeshLOD (1/5/15/25, cull 150) chainlink merged into one mesh
renderers 16 > 9
LOD components 11 > 4
objects 48 > 40
draw calls 10 > 4 up close, 3 past 20m
fence tris 1,000 > 10
tris at 25m 4,064 > 1,032
merge from render_pipeline_testing
Fixes
- fix typo in URL
- indicate when client is on the main menu (crashing ingame vs disconnecting from server then crashing)
- cleanup modded framework check, just read the server tags instead of looking for Oxide.dll loaded
merge from render_pipeline_testing
fix black player eyes in BRP in bandit camp (leaking spatial env volume shader props between cams), add pass to clear env volume shader props in RRP as well
Fixed mags not dropping in 3p for abyss ak, ice ak & space lr300
Upload the crash dumps to our backend now that the crash handler is fixed
- uploads client & server crashes, modded or vanilla then we filter on backend
- write state of session every 30s and on scene changes: when the crash actually happens we won't have a chance to write the latest state
Pull Request: Fix spawnmenu search icons sometimes not having images
Fixed spawning NPCs too early breaking all NPCs until level change
Merged Pull Requests
* Enable localization for Information/Purpose/Instructions fields in spawnmenu tooltips on SWEPs/SENTs/etc
* Leafblower improvements
* TTT: restore original arctic playermodel color while in "serious mode"
* TTT: handle failed entity creations
* TTT: Add localization to "FIRE! IT BURNS" text effect
Update medic rebels player models to be colorable (Community Contrib)
merge from main -> optimize_json_garbage
Big ass pass on all IO electricity tests:
- Consistency, new tests and fixes
- Added ScopedSky
- Moved the save and restart utils to RustTestFixture, started using it for other tests
russian roulette
- updated textures, mostly there just some polish to do
Improve navmesh doors perf
Update: add store.unloadAssets convar, default true
Controls whether hiding store unloads assets or not. To re-enable requires restarting the game
Tests: navigated store in bundled editor with convar disabled
Merge from salvaged_hammer_refresh_sounds
merge vehicle pooling to main
Added new sounds for some of the new Salvaged Hammer actions
Bugfix: fix disconnect flow causing double unsubscribe
- introduce UI_Windon::OnVisibilityChanged
- move all the sub/unsub code to it
Tests: editor and standalone, connected to server then disconnected. tried connecting to bad ip while on store page
Work on Vendor A Shell (for train tunnels, randomised rooms). WIP kiosk (blocking materials and shapes in)
refactor critter interest overrideable methods
rework how frogs try to find shallow water to croak in
pool_ball_moving_fix -> main
Fix pool ball velocity creeping into the next shot
New preview positions - way better
- updated Sheep LODs. added LODs for the Calf. assigned correct material to sheep lod in prefab.
ocean wreck buoys - combined the seaweed and mussels on all three
renderers 128 > 23 across the three
LOD components 115 > 8
gameobjects 153 > 48
prefabs 482kb > 124kb
Fix dof being too shallow all the time