134,827 Commits over 4,293 Days - 1.31cph!
Fix for anchored status.
Slightly more lenient anchor-to-water check.
Additional debug drawing.
Fix potential "Look rotation viewing vector is zero" error
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
Removed shadow mask setting from the Graphics Settings menu as we don't use a shader mask in Rust as it's for baked lighting only
Bugfix: check if occlusion group participant is null when cleaning up occlusion groups
Should not be needed, but until I track down where nulls are happening this can prevent other issues
Tests: none, trivial change
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Reduce deploy volume collider on boat stairs so it can be correctly placed in all rotations with surrounding walls
Added a new Additional Mask Blend Settings section to the Standard shader's Detail Layer for further control over the detail mask's blending and UVs
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Change steering wheel lock sound
vclouds:
- cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down)
- don't reproject when taking a screenshot, render the full cloud image from scratch
- respect time.timescale
Change position operations to integer coords to solve lod border issues with some terrain sizes
Setup terrain renderer to run in editor for scene view and game view cameras
Merge from kinematic_asleep_magnet
Added a new kinematicWhileAsleep option for vehicle settings
Enabled for magnet crane
add deep sea version for environment volume properties ocean overrides
Merge from dropped_item_optim
merge from indirect_instancing
Properly cull underground objects when Indirect Instancing is enabled
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided
Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget
In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself
In a test case of 500 guns this saves about 0.5ms/frame
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underwater fog lerping respects reflection.forceupdate
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
lightu-up frame setup, including xl and xxl sizes, gibs, collision, needs lods
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in
S2P all floating cities
Upgrade to Discord social SDK 1.8.13395
Hook up RegisterAuthorizeRequestCallback
Don't allow deployable corpses on boat hulls while in edit mode
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded
Update the death screen if we receive updated fog images from the server
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication.
Also added a Help string too.
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50cal_fullammo_spawn -> main
Ensure 50 cal turrets start with max ammo
rhib_passenger_light_fix -> main
Add a few new inputs to prop_vehicle_jeep (Jalopy version)
* DisableRadarDetectEnemies
* EnableHazardLights
* DisableHazardLights
* NoHazardLights key value
* Added "Has Gun" keyvalue to jeep in Hammer
* Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer
Use FGD files
* Fixed prop_vehicle_jeep having static prop key values that are not applicable to it
* Added some descriptions here and there, where there were previously none
* Deduplicated some key value definitions, such as skin and fade distance stuff
Added new spawnflag for func_tracktrain - GoldSrc rotation
Make plastic materials emit some particles on bullet hit
* Affects props like the blue barrel, Lamarr cage, etc.
Ensure only drivers can toggle RHIB lights
WIP Painting Line draw tool
Update: PersistentObjectWorkQueue now gathers a bit more telemetry
- also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue)
There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later
Tests: none, not done yet
Paintable Reactive Target - Updated texture size down from 4K to 2K
merge from main/naval_update
Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit)
Try setting ruin door to world layer to fix navmesh bug