200,638 Commits over 4,171 Days - 2.00cph!
Texture fix for Pilothazmat Backpack
PilotHazmat backpack textures updated
Implement indirect instancing without requiring monster meshes
Set correct stencil states in all sub shaders that are used by indirect instancing in order to emulate what Unity normally does during the GBuffer pass
updated cinematic backpack textures
Implement indirect instancing without requiring monster meshes:
- Use a command buffer to submit indirect draw calls referring to individual meshes
- Monster meshes are disabled by default
- Mesh Read/Write is no longer required
- Should reclaim ~3 GB of VRAM and RAM
- Calculate UV distribution metrics based on individual meshes rather than monster meshes
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
Fix MLRS spawning in hardcore mode
- code was only looking for MLRS inside safezones
- fix some entities being skipped over when deleting due to looping over entities while they are being removed / deleted
Reset active item when disconnecting from the server.
Update: plug in batched occlusion logic
- fix early-disposed container
Need to figure out how to factor out the OnPlayerFound/Lost, but getting close
Tests: 2p on craggy in editor - walked behind the mountain and disappeared
renamed flight recorder box to black box again
Update some tooltips to the new menui2 ones
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Replaced blockout food display counter
call init on vhacd Paramters props to get legit default values
pilot pack sitem description
Update: plug in new batched server occlusion job
Tests: none, need to hook up the calling code
Proposed fix for notifications
Fix FlagsPropertyDrawer being wrong if the parent is disabled, leading to all flags property drawers being off by one.
Fix tutorial button not showing up when entering a tutorial
Minor code cleanup
Notification process wont skip all notifications if the data is incoprrect for one
Disable top level rust plus button if in demo or not connected to a server (rather than inside modal)
Added updated pilot hazmat backpack cinematic textures and cinematic worldmodel
Update: extract algorithm from ServerOcclusionJobs.CalculatePathBetweenGridsJob
Tests: inspected asssembly
restore m_EnterPlayModeOptions
Update: batched OcclusionLineOfsight skeleton
Tests: none, not engaged yet
Update: refactor server occlusion job to take out grid definition
Prep for adding a batch version
Tests: on craggy in editor with 2 players, ran behind the hill and got despawned
Adding extra bone to pilot hazmat mask tube
Update from Pilot cinematic
Quick Join - Prevent local 'last connected' data from being overwritten by steam
Gameobjectlod burst cloth on pilot hazmat
Added helmet mat to lod3 of pilot hazmat
Configure max horn time and rate limit
helmet cinematic material fixes
Reduce terrain alpha cutoff range to 400
Fixed ambient lighting when switching between items in your hotbar
Added Pilot Hazmat Cinematic Textures and Materials
Needle now moves when tapped during admire animation
Pilot helmet cinematic materials, backpack cinematic materials set to 4k in editor
Added cinematic textures and material for the pilothazmat backpack
subtracting
127585, caused worldgen turned into an Accordion - "Replace our custom Parallel.For and Parallel.ForEach with the standard .NET one"
https://files.facepunch.com/Alistair/101/08/2025/6A09/RUST%20Screenshot%202025.08.01%20-%2009.45.39.95%20%281%29.png
https://files.facepunch.com/Alistair/101/08/2025/2c38/RUST%20Screenshot%202025.08.01%20-%2009.47.47.40%20%281%29.png
updated pilot hazmat lod albedo texture