201,181 Commits over 4,171 Days - 2.01cph!
Update: slightly more landscaping
Tests: none, trivial changes
merge from projectiled_batched_demo_fix
merge from background_flickering_fix
merge from tutorial_video_fix_2
Merge from ./command_buffer_indirect because I'm stupid
Revert model importers and materials to the state they have on /main
merge from steaminventory_price_fix
merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
(WIP) SIMD frustum culling implementation
merge from vanilla_techtree_fix
merge from vanilla_techtree_fix
Update: being brave and replacing an if-continue with an assert
Tests: none, read through code to confirm it should hold
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
reduce the amount of smoke, lower volume of sfx
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
Chandelier progress
Prefab tweaks
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
Update: start on BasePlayer.ConnectedPlayersUpdate
- Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling
- Annotated potential loops to optimize/offload
- Removed dead IsReceivingSnapshot check
Tests: none, trivial changes
Merge from ./command_buffer_indirect
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Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks
- Added a note explaining why we're not offloading network-cached children to worker threads
Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count.
Tests: 2p session on craggy with UsePlayerUpdateJobs 2
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
Properly break out of GetRules() if rules are null
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
merge from bc_viewmodel_fixes/frontier_hatchet
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world
- less jitter
- actually moves in the right direction when spinning
Consolidate market price error handling
Fixed some items showing as marketable locked when they shouldn't
corrected rotation delta rootmotionstrength modifier, was ivnerted
Clean: simplify SendAsSnapshotWIthChildren
- remove includeChildrensChildren - it was always set to true
- remove the children null check - it's always created/set
Tests: compiles in editor
Update indirect instancing tools with new mesh r/w logic
Connect modal:
Ensure description is always cleared whilst we wait for the new one to arrive
Add a spinner showing the description is still 'updating'
String lights generation optimisations and refactoring
Lights and batched mesh are culled
Fixed changing graphics quality turning all string lights off
Fix workbench tech trees in vanilla gamemode
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread
- main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest
Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization.
Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
Updated keycard animations, override controller and entity
Fix server description not appearing on the very first server you click on after game launch
Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets
Fix bug preventing the images from changing in subsequent calls
Only update the loading screen image provided its been over a certain time period since you seen the last one