607 Commits by 9 Authors. 5,563 files added, 3,598 deleted, 1,687 moved.
31 January 2017
Maurino Berry
no more minor damage when fully protected from radiation (radsuit)
merge into main
merge from main/plantchop
fixed bounds on plants dead plants stick around longer and can be hacked down each clone attempt loses 10% genetics/plantchop
cleaver does slightly more damage and has a higher attack radius (on par with mace)
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disabled shell protection on ladder hatch removed 60 second suicide delay for admins waterballs more intelligently distribute water planters require less trips to saturate soil LiquidContainers can only fill buckets/bottles from their tap
André Straubmeier
Added world.cache convar (default true)
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Checksum tweaks
Data export command supports water map
Fixed messed up ground collider on harbor 1 and harbor 2
Combat log includes unique ID of attacker and target
Added missing physic materials to junkpile_d washing machines
Added missing physic materials to crate prefabs
Player and animal colliders are no longer marked as triggers
Barrel mesh colliders are no longer marked as convex
Junkpile prevent_building colliders are no longer marked as triggers
Initial spawn also checks convars
Added spawn.respawn_groups and spawn.respawn_populations convars
Added Tools/Find/Trigger Colliders
Added Tools/Find/Convex Colliders
Physics crash test
Tweaked physics.steps / physics.minsteps valid range
Better FindMissingScripts / FindInvalidColliders
Added LZ4 compression library World serialization uses LZ4Stream (since GZipStream is fucked on Windows)
Continue when saving / loading world fails for any reason
Better error when trying to batch mesh that is not readable
Merge from world_serialization
Garry Newman
Made player less hunchbacky when looking down slightly Fixed toolcupboard context menu orders
Fixed echo Analytics
Fixed convar text output somtimes being odd
Fixed pumpkin helmet getting culled too early Fixed poncho material Censorship cubes are culled
Got rid of skin0 etc tags (skins applied by replacing specific materials instead)
Removed SteamInventory debug
eoka skinnable
Skinnables replaced ItemType
Skinnable fixups
Sped up player turn rate when moving
Fixed context menu options not being sorted
Updated Newtonsoft.Json
Console fixes
ConsoleSystem.Index.Dict is public, for modders
Fixed NRE in TerrainQuality.OnEnable on server
Console updates
gooseman
redid a bunch of the holdtypes to look better without any spine movement. adjusted the 3rd person weapons orientation to fit the new holdtypes.
Alex Webster
metal chestplate skinning tweaks
removed Ik targets from Double shotgun entity
Thompson optimisation
Satchel charge optimisation
Diogo Teixeira
This commit has been marked private, so it is hidden
Fixed culling grid cells starting stateprerelease
Culling cross project portability fixprerelease
Fixed player and npc culling single frame delayprerelease
30 January 2017
Garry Newman
Console fixes
Skinnables wip
Fixed command line not running
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Order stuff when generating code, to make it more deterministic
Merged console system in
Ladder climb animation (rough)
Less feet slipping when running/jogging Lower rotation follows upper, not the other way around Feet rotation deadzone when not moving Fixed model stutter when going from looking up to looking down
Store muzzle point on viewmodel/projectiles so we don't look it up by name every shot (!) Player eye position hard coded, negates need for extra transform Editor: Draw BLUE line where projectile weapon is pointing Editor: Draw CYAN line where player eyes would be pointing if eyeball in end of weapon
Fixed aim angles not being broadcast if player standing still
Removed unused hand IK code
Diogo Teixeira
Fixed dimensions of color surface mismatch error spam when scene and view are visible simultaneously (editor only)prerelease
Alex Webster
Double barrel shotgun optimisation
Salvaged axe optimisation
Semi-auto pistol optimisation
André Straubmeier
Replaced all colliders that were using a negative scale
Added Tools/Find/Invalid Colliders
Added events server convar
Added corpses server convar
Added gravity server convar
This commit has been marked private, so it is hidden
Added timescale server convar
29 January 2017
André Straubmeier
Some ifdef SERVER/world_serialization
Merge from main/world_serialization
RigidbodyLOD sets detectCollisions and isKinematic
Garry Newman
Limited physics.steps
Bundle build tweaksprerelease
28 January 2017
Garry Newman
Valve fixed skin issue, this is a proper fix
27 January 2017
André Straubmeier
Corpses use default physics parameters Strip ceiling light rigidbodies and joints from server
Reverted physics parameters to values from December (fixes physics crash on server startup... kinda)
Fixed community and resource deposit entities being created on every server load (even if they already exist)
Added editor save file converter to make save files human readable (only contains very basic info for now)
Diogo Teixeira
Added occluder to wall frame to avoid gaps Added occluder to hinged door, double hinged door and high external wallsprerelease
Garry Newman
Fix
Fixed errors on maps without terrain when placing beartrap Added sky to TestPlane When using GameSetup player spawns without having to wake
Console system cleanup/ConsoleSystemCleanup
Fixed NREs Updated Manifest Phrases
Vincent Mayeur
Harbor_2 overgrowth dressing backupprerelease/dungeon_art_4
Harbor_1 overgrowth dressing endprerelease/dungeon_art_4
Harbor_1 overgrowth dressing backupprerelease/dungeon_art_4
Alex Webster
Fixed some weapons culling too early when thrown
26 January 2017
Alex Rehberg
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Add a touch more reverb tail and high end on distant gunshots
New recycler sounds Distant gunshot polish Explosion polish (mostly distant) Misc minor sound fixes and polish
Diogo Teixeira
Added occluders to relevant building core prefabsprerelease
Fixed a bunch of culling bugs for both player and npc + small optimizations Added frequency controlled culling bounds refresh Added playercull style minimum cull distance, sleeper dist, etc Now disabling child animators as wellprerelease
Added occluder tag Disabled shadowd for occluder camera Enabled instancing for occluders Added test occluder mesh (collision) to twig foundation and wall Fixed shadergui parallax related error when creating a new materialprerelease
Added occluder layer; changed occlusion culling mask to Terrain + Occluder layersprerelease
Maurino Berry
fixed water barrel particle effects
plants properly restore their age on load plant hydration-color reworked fixed stacking bug with harvesting
reduced cost of bone knife
merge into main
quartered arrow crafting time halved bolt/ak/sar/smg/sap/thompson crafting time lowered beartrap crafting time lowered autoturret crafting time F1 grenade is mainly antipersonnel now, barely any construction damage F1 grenade much cheaper and doesn't require a spring F1 grenade quicker throw time/snappier feeling/hydrationbaseline
slightly nerfed meat food items buffed corn/pumpkin food yield visual plant hydration via tinting reworked plant water yield - needs x mls over y time to produce z yield multiplier reworked clone yield - always 2, extras from healthy (hydrated) plants/hydrationbaseline
Garry Newman
Added editor.select command Renamed entity.create to entity.spawn Entity.spawn can take partial name, will complain if partial could be more than one entity Entity.spawn spawns where player is looking, rather than inside player's face Ai.WantsToAttack returns 0-1 to allow better weightingprerelease
Ai considers water depth when idle wanderingprerelease
Real temporary skin fix this time
Scene 2 Prefabprerelease
5.6.0b5prerelease
Back to temporary fix for skins not working
Vincent Mayeur
some more work - airfieldprerelease/dungeon_art_4
Airfield overgrowth dressing end Runway models remeshed for vertex painting - painted and exported runway to .assetsprerelease/dungeon_art_4
Airfield overgrowth dressing backupprerelease/dungeon_art_4
25 January 2017
Maurino Berry
hydration baseline/hydrationbaseline
Larger, easier to see holosight reticle (including during day)
Larger, easier to see holosight reticle (including during day)/holofixes
Diogo Teixeira
Merge from main/holofixes
Enabled instancing on remaining materialsprerelease
Enabled instancing on decals, structures, props and some prefabsprerelease
Enabled instancing on nature materialsprerelease
Enabled instancing on effect materialsprerelease
Enabled instancing for prop materialsprerelease
Added instancing toggle to our custom shadergui in parity with unity standard Enabled instancing for building materialsprerelease
Added opaque sort mode option to Main Camera component Enabled instancing again on some rocks (has to be done via material now...)prerelease
Garry Newman
Compile errorprerelease
Updated facepunch.steamworks to latest
Steam SDK update
Merge from mainprerelease
Theoretical "real" fix for skins issue
Alex Webster
Stone hatchet optimisation
Salvaged hammer optimisation
Rocket launcher optimisation
Vincent Mayeur
Airfield overgrowth dressing backupprerelease/dungeon_art_4
Sphere tank overgrowth dressingprerelease/dungeon_art_4
Powerplant terrain height and splats tweaksprerelease/dungeon_art_4
Powerplant overgrowth dressing endprerelease/dungeon_art_4
André Straubmeier
Updated checksum functionality to the new system Completely disabled caching on non-procedural maps/world_serialization
Merge from main/world_serialization
Added "free" console command (clears prefab, asset and memory pools, then runs GC and unloads unused assets)
Fixed "data is NULL" error when writing empty stream to network Fixed error after running clear_memory
Update disabled state on the client whenever the parent reference changes Fixed floating attachments when picking up weapons (RUST-1536)
24 January 2017
Alex Rehberg
Fix RUST-1534 Fix bow shoot sound playing an extra time when quickly switching weapons
Maurino Berry
slightly reduced cost of waterpipe shotgun reduced cost of double barrel (one less pipe) removed gear cost from landmine reduced blade cost of metal barricade reduced stone cost of stone/concrete barricades oil barrels also produce a small amount of low grade fuel in addition to crude reduced recycler volume slightly but increased audible radius
Diogo Teixeira
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Moved common occlusion culling routines to base entity Added occlusion culling to NPCs Added LODGroup to zombie (culling)prerelease
Vincent Mayeur
Powerplant overgrowth dressing backupprerelease/dungeon_art_4
backupprerelease/dungeon_art_4
Powerplant overgrowth dressing backupprerelease/dungeon_art_4
Lighthouse overgrowth dressingprerelease/dungeon_art_4
André Straubmeier
Fixed DroppedItem.OnParentRemoved position calculations so dropped items appear at the correct position when their parent is removed
Fix for the fix (18512)
Fixed server held entity leak when dropped item is out of world bounds
Recalculated entity bounds on all collectables
Fixed rare lock entity NRE when thrown items are stuck in them while removing them (RUST-1521)
Fixed collider list in TerrainCollision.GetIgnore sometimes being thrown to garbage collector instead of being pooled
Fixed Item.Ownership memory pooling being fucked up Fixed ClientReady.ClientInfo leaking objects into the memory pool (only once per server join?)
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All plugins copy pdb if found in output folder
Cleanup
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Set compile symbols before building asset bundles / preparing prefabs
Fixed ConvarComponent spam on server build
Fixed PieOption NRE on server build
SkinnedMeshCollider, BaseCollision are IClientComponent
Alex Webster
Pump shotgun optimisation
Revolver additional world mesh changes
revolver optimisation
23 January 2017
Garry Newman
Temporary skin fix
Vincent Mayeur
Scene2Prefab allprerelease/dungeon_art_4
merge from art_overgrowthprerelease/dungeon_art_4
merge from mainprerelease/dungeon_art_4
LODs and vertex color painting for vegetation, R and G channels are used for detail bending Prefabs created for all models Overgrowth dressing scene update/art_overgrowth
Overgrowth dressing scene prep over - Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab/art_overgrowth
André Straubmeier
Unity 5.4.2f2 (downgrade)
Diogo Teixeira
Fixed server compilation Made thirdparty occlusion culling portable againprerelease
Extended occlusion culling support for articulated models; added player and animal ragdolls Culling now enabled by default Removed culling related debug messagesprerelease
22 January 2017
Vincent Mayeur
some more prep work (overgrowth dressing scene)/art_overgrowth
Garry Newman
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21 January 2017
Garry Newman
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This commit has been marked private, so it is hidden
Steam Skin server debug
Steam Skin server debug
Possible skin fix
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
20 January 2017
Diogo Teixeira
Fixed handling bug when dynamic occludees are destroyedprerelease
Fixed placed entity spawn pos/rot being resetprerelease
Fixed shader compile error in edge detect shader (vulkan)prerelease
Updated pluginsprerelease
Auto script updateprerelease
protocol++prerelease
Merge from mainprerelease
gooseman
fixed holosight reddot alignment
André Straubmeier
Network++
Added Window/Tools/Replace Objects With Prefab Fixed missing sphere tank barrels (cc garry I think you have to reimport Content/Props/water_drums/water_drum_a.prefab) Fixed broken objects / references on HapisIsland (hopefully takes care of our build issues)
Replaced Facepunch.Tick (appears to be fucked)
Vincent Mayeur
Scene for prefabs management/art_overgrowth
concrete slabs and sewers overgrowth dressing/art_overgrowth
vegetation models WIP roads and railroad overgrowth dressing/art_overgrowth
19 January 2017
Maurino Berry
python slightly more accurate python slightly less aim sway python slightly higher firerate
damage balance for python limit clones per cutting to 5 phrases
compile fix
python balance
merge into main
merge from main/mergeissue097
first pass of cloning plants crossbow cheaper p250 does same damage up close and less damage far away python increased damage/range/mergeissue097
Diogo Teixeira
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Update visibility now actually hides parts; keeps shadow under min playercull dist Optimized update visibility routine, including censorship objs Fixed weird profiler BeginSample error in editorprerelease
Fixed white background on player previewprerelease
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First pass ragdoll to dynamic occlusion culling Optimized player model UpdateVisibility Optimizations and fixes for occlusion culling Commented profiling samples on playermodel updateRot/Pos Fixed profiler sample mismatch in baseplayer-visprerelease
Adjusted player culling spheres; cleaned up code Made player culling update every frame it's free and accurate; fallback still uses adaptive rateprerelease
Alex Rehberg
Fix NRE in 18437 and reapply
Wolf sound polish pass No more coroutines in the sound system Python revolver sounds Mix tweaks
André Straubmeier
Added Tools/Find/Missing Scripts
Fixed missing scripts in neutral_dungeon_lighting prefab
Removed PDF from "Content" folder (don't think this is used)
Moved all script assets out of the "Content" folder (presumably irrelevant)
Subtracting 18437 (cc alexrehberg)
RecalculateBounds takes SkinnedMeshRenderer into account
Merge from main/world_serialization
Garry Newman
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Optimistically re-saving every prefab with a particlesystemprerelease
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Alex Webster
Updated entity bounds on a bunch of weapons
Mp5 optimisation
Eoka pistol optimisation
gooseman
tweaked positioning of 3rd person python model so it sits better in the hand fixed 3rd person spear holding so it points in the direction the player is actualy facing tweaked ak47 3rd person anims
18 January 2017
Garry Newman
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Updating bundlesprerelease
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Fixed player model standing up after crouch throwing Fixed player model sometimes sitting on the floor when changing hold types while in a transition
b4prerelease
gooseman
fixed python worldmodel attachment points
fixed attachment points on python revolver fixed clipping issues and floating scope/holosight attachment points for a bunch of other weapons
fixed the hold pose for the python / m92 / lr300 ( player no longer holds the guns to the side anymore )
tweaked some sounds for the python revolver
python revolver fixes
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added aiming down the sights animations for bolt_rifle and ak47 holdtypes removed meshes from some of the animation .fbx files
Diogo Teixeira
Added hiz based player culling (only terrain atm); kept ray-based culling as fallback when hiz disabledprerelease
Maurino Berry
python slots fixed hemp turning brown when picked
bundle fix for seeds
manifest python fixes protocol++
python first pass implementation
merge into main
manifest et al debug removal/plantcloning
merge from main/plantcloning
plants progressively grow over time instead of snapping to new stages plants always have a small seedling visible when placing plant cloning baseline/plantcloning
André Straubmeier
Merge from main/world_serialization
Removed unused plugin
Tweaks and cleanup/world_serialization
Cleanup Timings/world_serialization
Checksum / hashing stuff/world_serialization
Fixed some standalone client / server issues/world_serialization
Load order adjustments/world_serialization
Merge from main/world_serialization
Fixed rare case where stuff would still spawn too close to constructions
Spawn handler does multiple retries per spawn wave if not enough spawn locations are found (RUST-1528)
Vincent Mayeur
overgrowth atlas textures wip/backup/art_overgrowth
Alex Webster
Smg optimisation
17 January 2017
Garry Newman
Merge from mainprerelease
Player anim fixes
Touching campfire prefabprerelease
Navmesh timing infoprerelease
Ai perf tweaksprerelease
Fixed broken materialsprerelease
Debugging client crashprerelease
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Tick perfprerelease
Fixed NREs
Player anim tweaks
Fixed wounded/sleep anims
Run preprocess on "map entities" Fixed no player corpseprerelease
Merged from mainprerelease
Fixed AnimatedBuildingBlock.PutAnimatorToSleep errors
Plugin rebuildprerelease
Merged from mainprerelease
Implemented Network.Read.Seek
Fixed gesture warning
scene 2 prefab
server error fix
André Straubmeier
Adjusted junkpile terrain anchors so more than 2 find a place to spawn, which is a plus
Fixed ore scale not applying on the server
Path serialization/world_serialization
Merge from main/world_serialization
Merge from main/world_serialization
Recalculated entity bounds on all junkpiles (RUST-1524)
Added RecalculateBounds context menu to entities
Missing ifdef CLIENT
Added terrain anchors to junkpiles Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull) Updated layers on junkpiles (World is for static world objects, not entities)
Resource spawns check for constructions in radius
FoliageDisplacement is IClientComponent
SpawnGroup and BaseSpawnPoint are IServerComponent
Resource spawns check for players in a radius Resource spawns can use terrain anchors, checks and filters
gooseman
art / sounds / prefabs for python revolver
Alex Webster
m92 optimisation
Lr300 optimisation
Damian Lazarski
Replaced placeholder trucks and electrical boxes Scene2Prefabprerelease/dungeon_art_4
Electrical Box pivot changeprerelease/dungeon_art_4
Diogo Teixeira
Fixed water refraction on dx11prerelease
Single-pass shore refl occlusion and caustics using mrt blending; kept two pass fallback for d3d9/glprerelease
Added deferred mesh decal mrt blending fallback for d3d9 and legacy glprerelease
16 January 2017
Garry Newman
Merge Fixesprerelease
Merged from mainprerelease
This commit has been marked private, so it is hidden
Fixed missing scripts in some prefabs
Merged updated player animation rig
Tweaks/our-player-animation-are-idiotic
sleeping/wounded, cleanup,/our-player-animation-are-idiotic
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bota, grenade, bandage, bow, construction, pistol/our-player-animation-are-idiotic
spear, torch, melee, rifle/our-player-animation-are-idiotic
Fixed aiming signal insanity/our-player-animation-are-idiotic
Default holdtypes/our-player-animation-are-idiotic
Upper/Lower Defaults/our-player-animation-are-idiotic
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Diogo Teixeira
Script compilation warningsprerelease
Protocol++prerelease
ST shader compilation fixprerelease
More variant reductions without losing shader features or instancing Grass shader parity with main; now deferred onlyprerelease
Removed a few more keywords that will never be used Removed overkill transparent shadow spec-based alpha mod from 5.6b3prerelease
More main branch shader parityprerelease
Shader keyword cleanup & opt + adding back features Shader parity with main branch + more 5.6b3 updates Deprecated parallax mapping on std shaders until further notice (terrain only for now) + updated matsprerelease
Damian Lazarski
Merge from mainprerelease/dungeon_art_4
Electrical boxes/LOD/COL/Prefabsprerelease/dungeon_art_4
André Straubmeier
Server side player rigidbody fix
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Better prefab pool rigidbody handling (this isn't used by anything)
Better player rigidbody stripping (massively reduced client rigidbody count)
Merge from main/world_serialization
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Time world load and world spawn independently/world_serialization
Added terrain data serialization Added compression Added caching/world_serialization
Alex Webster
M249 optimisation
Semi-auto rifle optimisation
Flamethrower optimisation
15 January 2017
Garry Newman
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Initial/our-player-animation-are-idiotic
reduced shader variants (build times)prerelease
Removed old AI systemprerelease
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Merge fixprerelease
Merged from mainprerelease
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Cleanup
14 January 2017
Garry Newman
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This commit has been marked private, so it is hidden
Fixed connection queue exploit Network++
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Compile fixprerelease
Compile fixprerelease
Diogo Teixeira
Started updating shaders to u5.6 b3prerelease
Removed deprecated shaders, switched some to built-inprerelease
13 January 2017
Garry Newman
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Zombie fixesprerelease
More Ai Groundworkprerelease
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AI Basicsprerelease
Dynamic Navmeshprerelease
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Updated pluginsprerelease
Compile fixesprerelease
Fixed pickup menu difficulty
Merged from mainprerelease
Enabled Vulkan Graphics APIprerelease
Diogo Teixeira
Optimized deferred mesh decal rendering using mrt blendingprerelease
Fixed shader compilation warningsprerelease
Deferred mesh decal merge cleanupprerelease
Vincent Mayeur
Cannot place items or build over junkpiles
Fix for RUST 1515 - Stuck between boxes and recycler at warehouse Scene2Prefab warehouseprerelease/dungeon_art_4
12 January 2017
Garry Newman
Unity 5.6.0b3prerelease
Vessel fix
Fixed attachments
New skins
Item store auto pricing (based on age)
Fixed stone hatchet invisible in workshop
Fixed moonwalking
Fixed lootpanel missing references
Diogo Teixeira
Soft shadows now allowed from GQ=2+
André Straubmeier
Merge from main/world_serialization
Fixed the complete mess of our loot prefabs, added proper culling for everything Network++
Fixed that some small static rocks were never culling
Maurino Berry
plant entity profile samples
merge into main protocol++
water properly increases plant yield/plantingloot
added new purple box (simple tools, armor and weapons) to junkpiles, mainly found at vehicles increased oil barrel yield but decreased oil barrel spawn frequency/plantingloot
merge from main/plantingloot
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made ceiling lights brighter reduced cost of water bucket fixed a bunch of plant growth issues can add water to planters for increased yield added black loot box ceiling lights no longer turned off by water exposure/plantingloot
11 January 2017
Diogo Teixeira
Merged latest occlusion culling with infinite sparse grid Removed static decor from cullingprerelease
André Straubmeier
Merge from main/world_serialization
Fixed landmine_explosion prefab being fucked up and breaking when pooled (smoke_1 and smoke_2 warnings)
Progress (backup checkin)/world_serialization
Don't add the skinned mesh colliders to the local player
Removed rigidbodies from the player_collision and player_model prefabs (perf test)
Removed collider and rigidbody from the player_preview prefab
Merge from main/world_serialization
Garry Newman
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A lot of the values on BasePlayer don't need to be serialized (I don't know if that saves us anything)
Made ragdoll movement non jittery
Damian Lazarski
Truck polish and optimizationprerelease/dungeon_art_4
Truck variants LODs/COL/Prefabsprerelease/dungeon_art_4
Vincent Mayeur
Added a new junkpile containing the wrecked truck Manifest
Truck wreck models/LODs/COL/Prefab
cherrypicking truck variants
merge from mainprerelease/dungeon_art_4
Alex Webster
Crossbow lod optimisation Prefab fixes folder cleanup
Maurino Berry
decaying corpse flies no longer visible at night increased view distance of hat/riot helmet/pumpkin removed cloth cost from wood armor plants grow faster in sunlight, even faster under ceiling lights
10 January 2017
André Straubmeier
Subtracting changeset 18195
Baseline (backup checkin)/world_serialization
Profiling
Garry Newman
Cleaning
Fixed allocation leak in Proto.CopyTo
Fixed allocation in eyes.FrameUpdate Fixed allocation in Network.Client.Cycle Fixed HUD not showing in editor Fixed allocation in SendClientTick Fixed allocation in BuildInputState
Fixed DepthOfFieldFocusPoint.Evaluate allocation
Stop using LayerMask.GetMask!
Fixed allocations in UIHUD
Fixed small allocation in TemporalAntiAliasing.OnRenderImage
ifdef'd TonemappingColorGrading OnGUI (allocations)
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Server fix
Sleeping bag fix
VariableReference gone
Pickup/drop notice optimization
Optimized Vitals updating (allocations)
Removed usage of FilledImageVariable (gc)
Removed usage of TextVariable (gc)
NRE fixes
Input in Update
Fixed profiler leak in SoundOcclusion Fixed profiler leain in Sound.Play Fixed profiler leak in AmbienceEmitter.GetBaseSound Removed some garbage from effect message receiving
Damian Lazarski
Added truck variantsprerelease/dungeon_art_4
Vincent Mayeur
Fixed puzzle barge door placement RUST 1512 Scene2Prefab Harbor_1
Adjusting junkpile depth
Adding new junkpiles to the spawntable
updated manifest
More junkpile variations
9 January 2017
Alex Rehberg
Destroy & recreate AudioReverbZone componets when culling instead of just enabling & disabling Remove old FMOD crash prevention recycle delay on Sounds
André Straubmeier
Fixed rocket_explosion prefab being fucked up and breaking when pooled (another smoke_2 warning)
Scene2Prefab
Bunker room layer fixes
Log warning when component on pooled prefab was destroyed
Fixed various effect (mostly explosion) prefabs being fucked up and breaking when pooled Fixed mysterious "smoke_2" prefab warnings being logged
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Particle system culling tweaks
Scene2Prefab
Removed rigidbodies from radiation sphere triggers (server physics perf)
Reduced overall client side player collider and rigidbody count by a third
Enabled prefab pooling on some effect spawns that weren't using it Fixed particle systems on impact effects sometimes not playing
Garry Newman
RPC optimization
Fixes
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Fixes
EntityMenu optimization
Unity 5.4.4f1
Alex Webster
Fix for invisible rock when thrown (1508)
Diogo Teixeira
Standard override shaders no longer having duplicate code; now referencing their rust/std counterparts directly
Vincent Mayeur
Repair bench cannot be used to block off windows and see through them (collider accuracy)
Adding some loot minecarts and minecrates to military_tunnelsprerelease/dungeon_art_4
Caves now spawn minecarts as well as mine crates that contain loot Adding minecart_loot modelsprerelease/dungeon_art_4
added the car wreck and junkpile art to junkpiletest
Damian Lazarski
Merge from mainprerelease/dungeon_art_4
7 January 2017
Diogo Teixeira
Fixed code lock lights
Fixed player preview not rendering
Added find materials tool ability to filter by keywords and find assets that reference a material
Alex Rehberg
AudioReverbZone culling
6 January 2017
Garry Newman
Fixed UpdateLoot being called from other players
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This commit has been marked private, so it is hidden
Fixed player preview rendering white
Fixed NRE
physics
Wires have 50x less verts
Splitting texture asset bundles (we might be hitting the 2gb bundle limit)
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Don't create gibs over 500m away
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Portacabin cull Fixed NRE in DeferredMeshDecal, when selecting prefab in project
RendererLOD - complain if target renderers aren't part of the same prefab/heirachy - and try to fix Scene2Prefab
protocol++
André Straubmeier
Animal skin prefab cleanup (memory usage)
CraggyIsland radiation sphere test
Scene2Prefab (sphere tank, fixes missing barrels)
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
Maurino Berry
no radiation spheres on client
Diogo Teixeira
Reduced variants on heaviest shaders by forcing opaque/cutout to deferred and alphablend to forward
Reduced shader variants across all heavier shaders Disabled instancing on grass, cloth and skin until u5.5
Fixed bad instance property indices causing rocks to change color (won't trigger recompile yet)
Damian Lazarski
scene2prefab
Tweaked LOD distances Enabled culling on objects that did not have it
Vincent Mayeur
Wrecked sedan_a vehicle model/LODs/COLs/Prefab
Scene2Prefab
Couple of missing colliders fixes Baked vertex stream data to asset files on Harbor_1,2,Powerplant
5 January 2017
Maurino Berry
swimming green lines
minor compile changes
more lenient water exit jumping
server compile fix
fix for particles enabling automatically when entering visible range protocol++
added proper rock LODs
added distance culling to bed/pookie/rock
André Straubmeier
ParticleSystemCull / ParticleSystemLOD fixes
This commit has been marked private, so it is hidden
Changed how NaN damage is ignored (in case early returning leads to issues in Hurt() method overrides)
Don't allow items to be stacked on items that have been marked as invalid
This commit has been marked private, so it is hidden
Scene2Prefab (static industrial door collider update)
Updated static industrial door collider dimensions
AH tweak
Log warning when entity switches to null network group
This commit has been marked private, so it is hidden
Snow piles on tree bases cull
Garry Newman
maximumDeltaTime
Updated builder
This commit has been marked private, so it is hidden
RenderInfo update
Quote filename when opening renderinfo
Removed ConstructionRenderer (memory, perf)
Fixed ak, lr300 viewmodels casting shadows
Don't apply propertypblocks to gibs if they're empty Removed unused building block code (optimization)
Removed screenspace shadows
Diogo Teixeira
This commit has been marked private, so it is hidden
Deferred mesh decal optimizations; down to nearly zero overhead
Fixed speedtree shaders
Fixed grass shader
Fixed instancing in unity std override shaders
Fixed motion blur issues
Disabled MSAA in quality=5 for now
Added color and detailST as instanced properties (rock instancing)
Cherry picked 18108 from prerelease
This commit has been marked private, so it is hidden
Fixed plugin code (profiler related) and rebuilt dllsprerelease
Fixed Rust.Data.csproj not handling directories with spacesprerelease
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This commit has been marked private, so it is hidden
Merge from mainprerelease
Damian Lazarski
scene 2 prefab
Scene 2 prefab
Added new LOD for shipping containers
Trailer flatbed
Harbor crane LOD tweaks
Portacabin colider fixes / glass can be now shot through
Fixed crane rotation and moved flatbeds
Vincent Mayeur
Scene2Prefab harbor_1
Adjusted a jumping puzzle barge to cooperate with water ~
Scene2Prefab
changing layer to World on harbor crane truck and trailers placement polish
spawnpoints setup for barrels, crates yields balance - harbors
Alex Webster
updated rock entity & lods
Alex Rehberg
Fix burlap phys impact voice limiting (RUST-1497) Tighter voice limiting on bullet flybys Fix bear footsteps not playing when a bear is running and turning Sound occlusion can't be disabled via the console Ambience polish
4 January 2017
Diogo Teixeira
Cherry picked 18094, 18095, 18100 from mainprerelease
Cherry picked 18052, 18075, 18076, 18077 from mainprerelease
Enabled instancing on grass shader (just in case) and unity std override shaders
Fixed screen space shadows errors in gl and d3d9; edited to support SM 3.0
This commit has been marked private, so it is hidden
Enabled instancing support on all rust/std shaders
This commit has been marked private, so it is hidden
Fixed dumb handling of deferredMeshDecal edit-mode update calls; restored functionality
Fixed tool cupboard notes not visible when close (RUST-1503)
Maurino Berry
ParticleSystemCull + ParticleSystemLOD properly disable particle systems (perf increase)
disabled xmas content protocol++
Garry Newman
This commit has been marked private, so it is hidden
Death transition
Updated RenderInfo
This commit has been marked private, so it is hidden
Screenspace shadows
André Straubmeier
Scene2Prefab (updated static industrial doors)
Fixed layer on static doors
Added prevent building volumes to harbors
Scene2Prefab (updated truck cabin in the harbor prefabs)
Merge from save140
Bundles/save140
Manifest/save140
Network++ Save++/save140
Merge from main/save140
Damian Lazarski
Added LOD's and colliders to the truck cabin
Added truck cabin lod and prefabs.prerelease/dungeon_art_4
Truck cabin merge/save140
3 January 2017
Garry Newman
renderinfo fix
hatchet perf tweaks
Torch perf tweaks
Hatchet cleanup
Deleted Empty folders
Renderinfo exe
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
RenderInfo command
André Straubmeier
Stricter high external wall placement (RUST-1502)/save140
Scene2Prefab/save140
Bunker room layer fixes (RUST-1495)/save140
Scene2Prefab/save140
Harbor gradient alignment for more reliable placement/save140
DecorTransform component/save140
Merge from main/save140
1 January 2017
gooseman
mp5 viewmodel animation tweaks and sound synch fixes