145,273 Commits over 4,413 Days - 1.37cph!
Show faded fuel blocks when consumed instead of hiding them.
linked 5.56 bullet prefab M16a2 bullet bone in viewmodel prefab and vm anims updated
merge from dont_bake_on_load2
just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
set serialized version as well
wip keep locked trajectory visible but allow now control after locking in.
tool just injects the property into the .unity file instead of opening and saving it
updated m16a2 world mesh material order issue
added /ProfilerCaptures to ignore.conf
Add fuel related UI prefabs.
Refactor/move UI fuel code.
Merge: from buildcommand_allocs
- Optim: reduce alloc count from building Arg commands from 20+ to 2 on average
- Update: expanded StringView API,
Tests: unit tests and running a bunch of different console commands
Mortar animation update to use the player update content
update: m16a2 textures , shading fixed on worldmodel
Initial conversion of fuel count display from just text to blocks.
Fixed drone config screen inputfield config type
some more set dressing, some foliage culling around the marketplace to aerate a bit
material tweaks to sign
Prefabbed up larged apartment parts for nesting and replaced over meshes in main prefab. Baked LODs for large apartment parts, plus LOD setup (transitions need testing once my play mode works)
Trigger an explosion at state transition too.
Disable gravity for satellite.
Set free_power to true in the editor.
Heavier (more loot) satellites have less fuel available to make them harder to target than smaller (less loot) satellites. Control vs reward.
merge rust_relay_server -> main
merge main -> rust_relay_server
ensure position updates are networked to fake player
Merge from PlayerRigUpdate2
Added mannequin skinset subset, fixes NRE/kick
Merge from industrial_dlc
merge from fix_editor_reflection_probe_delay -> main
Subtract the button to disable the reflection probes since we shouldn't need it if it's updating the same rate as standalone
Fix the editor reflection probe rendering every frame
- increase delay from 0.1s -> 1s (matching runtime) + fix it not even using the 0.1s cooldown originally
merge from optimize_generate_textures_alloc -> main
Revert back to TerrainMeta.GetHeights() that returns a 64MB managed array
- keep the NativeArray for the textures themselves
- fixes mismatch from GetHeight01() not returning the same value as the terrain's heightmap
- tried calling GetHeight() on each pixel instead but is off by 1 step for certain heights so playing it safe
Update the apartment door prefabs inside the apartments
- set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Regenerate font with all characters