161,301 Commits over 4,597 Days - 1.46cph!
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- Removed unused RenderPipelineSwitchNode and RenderPipelineCondition scripts
- Removed RustRenderPipeline.IsActive branches
- Removed LightingOverride as nothing uses it anymore; lighting overrides are now part of the CameraSettings on the RRP Camera component
- Removed dead callbacks to Camera.onPreRender and removed OnPreCull and OnPostRender methods, as these are BiRP only
Don't try to set GC mode when using CoreCLR
Disable Discord in CoreCLR builds (needs fixing)
Declare `precise` keyword as a macro because Unity's shader analyser does not know about it
Fixed UI_DevListBase nre when opening the items tab mid loading
Fix stashes not decaying.
Convar the duration while I'm at it.
Fixed ItemPickupNotice NRE
Added a gametip explaining how to flip stairs when deploying U or L stairs
Adjusted Uzi repair cost. Removed need for metal fragments.
Add some resources to seagull corpses
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Persist the UID water mark across server restarts, eliminating the risk of ever reusing a net id of a killed entity
underground train station dressing update
merge from hopper_backpack_fix
merge from industrial_precheck_fix
merge from deepsea_crash_fix
merge from new_phone_conversations
Cherrypick CS
170189 (set chainlink & prison gate cell as see through for base occlusion)
Fixed ExplosionsOverlay never properly resetting
Fixed viewmodel shake not being applied properly
merge from base_occlusion/prison_gate -> base_occlusion
Set the prison gate door & chainlink door to see through (opt-out of room occlusion system)
Reserialize prison gate cell prefabs
Remove split culling for now
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset
Going into a mode and back out should no longer write anything to the disk at all if no changes were made
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
Fix shears causing blood fx to appear when hitting a sheep
line up all the info in the net page
New graph and ui setup for the info/net pages
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
All deploy and door open/close effects now have MaxSpawnDistance components
Most stop spawning around 40m
288 effects modified
Fix allocations from anchoring of faces -> network groups
Fixed deep sea water height update copying the whole texture into a temporary array when joining a server
Drops a 256MB allocation, was the reason behind the third biggest client RATN crash
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merge from analytics_shield_damage -> main
set foliage shadow blocks as default and enable behind grass quality level
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance
Needs some manual configuring still, curerntly flagging 1818 misconfigured effects
Added an inspector UI to automatically add the component with the alculated max distance it should be set to
Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
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Update: enable ContentDir build
- use Uncompressed, loose output while iterating
- clean up generated ContentDirRoot after build
Tests: made a couple builds
Fixed "Incorrect material array length" warning when opening some skins in the skin viewer
Fixed binoculars screen effect not working with domain reload disabled
Added net tab to the F1 menu, to replace the one from the old F1 menu
Shows ping, received and sent with graphs of the last 30 seconds, plus the client network stats
- Added UI_HistoryGraph, a simple bar graph that other tabs can reuse
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees)
Exposed as an option on the container entity
Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
Add analytics for damage blocked by shields when players take damage
couple more attachment points zero'd