127,183 Commits over 4,171 Days - 1.27cph!
Fix issues with oil rig sound notification prefab
fix flexelement issues with screen resizing
Add floating city to "Scenes/Monuments/" menu in editor
merge from disable_island_parenting -> deep_sea
Pushed a debug change by accident
Portal spawns within valid bounds
Vehicle whitelist cleanup
don't update steering wheel sounds when out of range
use TimeSince instead of incrementing a timer for steering wheel sound stop delay
Added favourite colours controls for painting, with convar support to create up to 10 (default 3)
- this was sorely needed with the addition of the colourpicker
Unparent all the child entiites on the deep sea islands so they only network when up close
- simplier and easier than dealing with inheriting network groups
Consistent mat_monitorgamma convar flags
Adjust formatting of VRAD usage info
* Give more context to -SunSamplesAreaLight
Fixed Menu Lua errors when creating presets
* Due to recent changes to main menu internals
Fixed crashes to do with a certain broken demo file
Improve invalid model detection
Make `gm_spawn` only work for .mdl files
util.IsValidModel returns false if extension is not .mdl
Better warning for "Unknown read error 38"
merge from mesh-guide-shader-improvements (several fixes)
remove most junk from elite crates
fix construction guide flickering from rendering multiple LODs on top of each oither
Update: Initial rewrite of the analytics core
- Only implements NullUploader, I'll implement actual uploaders after tests are good
- Added basic tests for it, but they don't validate anything - that'll be next.
- Renamed existing AnalyticsTests.cs to Test.EventRecord.cs (+ internal rename) - those tests validate EventRecord serialization
Goal is to use one implementation to cover needs of both Client and Server. Got the basics done, need to add telemetry to be able to test better, support EventRecord pooling and implement the existing uploaders.
Tests: ran new unit tests
Fix nothing rendering for real this time.
fix some missing guides, render alpha cutouts
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
scale lighting by scene ambient luminance, so it's not overly bright at night
Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores
Change undo/redo painting icons to be distinct from rotation controls
Add colourpicker to painting menu
Change OutlineManager to only use "PhysicsDebris" as the Vis.Entities() layer instead of every single layer
- fixes 0.5ms lag spike every 0.5s
Added model greybox and material for Rust 12th birthday cake
Fixed deep sea globally networked entities being considered as inside the tutorial network group by TutorialIsland.IsTutorialNetworkGroup
Rust 12th birthday cake greybox model pass. Added viewmodel, world model. Updated cake entity, item and projectile with new greybox assets.
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