134,268 Commits over 4,262 Days - 1.31cph!
Swap to of the anchor colliders to metal where it makes sense
Swap bbs interaction colliders to wood instead of concrete
Sail is now actually cloth instead of wood
Made colliders a bit more accurate on the top
Update workshop scene "publish submission" info paragraph
Fix a duplicate bone name on the cannon
Swap interaction collider from box to sphere, fits better and stops bullets getting caught on the corners like before
Fix incorrect material
Change helicopter repair blocking from "all wheels grounded" to "engine is off"
Collider fixes for plank and ramp, assign wood material
Bugfix: TriggerParentDelayedExit::SupportsTickSkipping was always evaluating to false
- switched it to be off by default, as it was likely off during my earlier testing
Tests: none, trivial change
Fixed some duplicate collider names on triangle ladder hatch
changes on the throw icepick sounds
Merge: from triggerparentdelayedexit_teleport_fix
- Bugfix: teleporting from a player boat should no longer cause weird parenting issues
Tests: built a boat, teleported away - no weird movement afterwards
Bugfix: don't try to delay unparenting when teleporting away from the boat
Tests: built a small boat, spawned a player on it, turned on the engine, teleported away - didn't have the weird extra movement
Medical syringe animation updates
exported edited 3p rocket launcher and world model reload anims. set w model reload anim to speed 1 on it's anim controller
disable the begin/endContextRendering hooks on CommandBufferManager
update existing passes for pipeline changes
sync Rust.RenderPipeline changes
merge from workcart_canvas_fix
Removed the rogue canvas on workcart_aboveground prefab
assigned rpg7 anim events to 3p reload anim
added lr300 space gun anim events to 3p reload/deploy anims
merge from blackjackmachine_optims
Reduced blackjack machine canvases culling distance
Added CanvasGroupEx (some helper methods to toggle them in one go)
Reworked the blackjack worldspace UI screens to use less canvases, reduced from 172 to 4
Fixes UpdateCanvasRectTransform time blowing up when near a blackjack machine
GetWorldVelocity of the boat once instead of for every block
Only check against other hull blocks, not all blocks.
Don't run UpdateSplashFx at all on non hull blocks.
1.85ms to 0.65ms in a quick test with 6 simple boats.
Stiil seems to function ok.
setup lr300 space animations for player update
added knife throw movement sounds
Additional profiling for boat water effects
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Merge: from analytics_std_dev_fix
- Bugfix: fix for invalid std_dev calculation
Tests: none, trivial change
Update: always record high and low percentile telemetry for non-game mode
It's a smidge more data, but makes building dashboards easier
Tests: none, trivial change
Bugfix: fix std_dev that could generate NaNs via sqrt of a negative number
Tests: none, trivial change
Balanced darkness of metals in scrap component box
Testing re-adding rendererbatch to boat pieces
Merge: from triggerparentdelayedexit_optim
- Bugfix: shooting a weapon can cause NREs on the client
Tests: shot in the sky with a bunch of bursts - no NREs
Bugfix: VerifyRays - avoid trying to read hit array outside of working area
I asssumed we always call it with tightly-sized arrays, but it's not the case on client
Tests: shot in the sky with a couple bursts - no NREs
M92 weapon refresh anim updates
Reduced workcart train cockpit canvas LOD distance
Also disabled it by default so its not always enabled until someone turn the engine on and off
merge from workcart_canvas_fix
Updated textures and model for scrap component box
merge from shotguntrap_optims/tests
merge from shotguntrap_optims