130,593 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
            
            
            
                
                Fixed deep sea exit portal not working
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed obsolete tags from floating walkway kits
 
                
                
                
                
                
             
         
        
            
            
            
                
                Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Removed the random GiveUp text ddraw randomly telling me to give up in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed IsInsideInnerBounds returning false when in the deep sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added Spike trap model component
 
                
                
                
                
                
             
         
        
            
            
            
                
                reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping
raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise)
added a regular props_culled culling group for props on the outside to cull like other barges
re-organised prefab categories to be in line with other barges hierarchies
added some polygon surfaces inside the casino floors to help with automatic culling of objects below
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Add a bunch of profiler samples to other things in OnPreCull() and code that uses CommandBufferManager to clarify profiling output
 
                
                
                
                
                
             
         
        
            
            
            
                
                Casino structure prefabs: ensured world layer on mesh object
converted renderers to use MeshLOD when possible
RendererBatch added where it makes sense
Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from boatspawner_nudge_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌█▇▉▆ ▋▅▍▇ █▍█▇▆▇▇▇▉_▍▍▌█_▊▄▊
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from iceberg_icesheet_barricade_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix typo in CommandBuffer.EndSample() name
 
                
                
                
                
                
             
         
        
            
            
            
                
                floating_city_casino signs prefabs layers, missing mesh cull
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rust 12th Birthday Cake - Added subsurface profile bind to the world model prefab mesh.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Start with simple culling of frustum planes on main thread
- cuts command buffer from 0.40ms -> 0.10ms (0.20ms on 2.5km render range?), increases creation of CommandBuffer from 0.10ms -> 0.13ms
- add more profiler samples
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add sample names to the FillCommandBuffer_Depth CommandBuffer so you can see how long the WaterCamera part of the command buffer takes and how long specifically for lakes and rivers to render
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added SkinnedMeshBaker to player model, switches to a non skinned mesh at 10m (obviously too low but good for a/b testing)
Added graphics.bakedSkinnedMeshes and graphics.RefreshAllAnimatorLods convars for testing
Seems to save about 0.6ms/frame in an isolated bandit town
 
                
                
                
                
                
             
         
        
            
            
            
                
                AnimatorLOD now has a BakedSkinnedMesh field, if assigned the skinned mesh will be baked and the LOD will switch to that renderer when the animator is disabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove all Linq usage in PlayerModel (not really related to this task but should help garbage)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Subtract 
133193 (cinematic_play_fallback)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from naval_update/floating_cities
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless
S2P floating city 1+2+3
 
                
                
                
                
                
             
         
        
            
            
            
                
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                pt_boat_gameplay_pass -> naval_update
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                naval_update -> pt_boat_gameplay_pass
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add client prediction to ServersideMountedWeapon aiming
This means players can now move the turret around indepdently of the server
Do reconcilliation on server receive state (if out of date enough)
This is now just a checkbox on any ServersideMountedWeapon. 
Still requires some further improvements, but will work for now
Also added seat caching to Mounted Weapons
 
                
                
                
                
                
             
         
        
            
            
            
                
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                ocean tropical shore stuff
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tropical palm LODs slightly extended because the islands are small and we can afford it.
Nudged trumpet tree canopy alpha clip a small fraction denser.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from painting_colourpicker
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Undergrowth material tweaks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tropical variant of Strangler
 
                
                
                
                
                
             
         
        
            
            
            
                
                Change favourite colour convars to a single CSV convar, improve UI with buttons for dynamic sizing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Profile the shit out of everything
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from optimize_auth_list -> main