135,117 Commits over 4,293 Days - 1.31cph!
Added grass shadows as part of the shadow quality presets and removed them from the World section of the graphics menu
merge from main, shader fix
Added the RUST_STD_FRAGMENT_NEEDS_UV2 define to the Standard shader as it's now needed for when the blend mask is set to UV2
adding v4 rps gesture anims to source
Updated model and textures for stone component box
wood box matrix dressing and lods, prefab updated, icon updated, item updated, localization updated.
- Updated the shadow settings to be set directly via the UI_SettingsTweakShadowPreset when the graphicssettings.shadowqualitypreset ConVar changes.
- Made shadow related ConVars, other than the graphicssettings.shadowqualitypreset, developer only, as these should now only be set via the shadow quality presets.
- Updated the presvious graphics.shadowquality ConVar name to graphics.shadowfilteringquality, as it controls the PCSS filtering quality of the shadows rather than the overall quality.
Tests: OcclusionGroupTests - update expectations of all tests around newLogic and Asleep players
This is currently catching a bug, so will need to fix later, after I sort the oldLogic failures next
Tests: ran all unit tests, 22/226 failing
fixed crickets ambience list to work with specific times
Bugfix: OcclusionGroupTests - hookup serverMgr to Network.Server
- clarified expectatios for TestVisibilityNear, will need to do more of it for sleepers
They were unlinked, sso player's weren't fully transitioning to the sleeper state (no subscriber, no connection), letting more tests pass than expected
Tests: ran unit tests, 23/226 fails, old logic started to fail as well
Picture frames - fixed shutter materials for scrap frames
Tests: OcclusionGroupTests - Asleep players are now disconnected-asleep (no subscriber, no connection)
Tests: ran unit tests, this fails 11/226 cases, all on new logic side
Tests: OcclusionGroupTests - new TestVisibilityAfterMovingToOutside (32)
All simple cases covered, except for using actual sleepers. Next change will likely break a bunch of tests
Tests: ran unit tests
merge from SKS_worldlodsupdate (140946)
Added initial shadow presets
Advanced on-screen profiling using FrameTimingManager (WIP)
Improve Update() performance by caching is_in_motion state for every entity.
Improve Update() performance by caching is_in_motion state for every entity.
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
add underwater fog blending for tropical shores in deep sea
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
Fix the GUID warning that was actually caused by looking up path for empty / null prefab
Adjust floating city HLOD settings to prevent casino pop in
S2P all floating cities
set up steam item for artist pack, linked to all items, set up sprays
Picture frames - reverted light up frames to correct material
scrapframe shutter mat tweaks, deleted unused textures
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters
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Fixed a crash with running "+showbudget" on srcds
Add type checking to Entity:PhysicsInitConvex second arg
Fixed some potentially crashy issues
Merged Pull Requests
* Don't reset Player Counts on serverside Lua Refresh of Sandbox-derived gamemodes
* Micro optimization for sql.QueryValue
* TTT: Fix auto weapon spawning on non-TTT maps
Fixed smscorch2_subrect.vmt having wrong texture offset
Change all applicable refs to GetParentBoat to GetParentFinishedBoat
Remove the word Player from a bunch of PlayerBoat static functions
Refactor some stuff to IsChildOfFinishedInteractablePlayerBoat (very placholder function name)
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
cherrypicked and fixed shutter frames branch (scripts only, no prefab changes)