Alpha v1.0.0

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All Rust commits from Facepunch

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Jake_Rich22/09/202620:21:17
rust_reboot/main/base_occlusion (#165344)

Optimize worst case pass of the multiple exterior detection so it doesn't balloon execution time

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Jake_Rich22/09/202619:36:39
rust_reboot/main/base_occlusion (#165340)

Ok fine allow buildings to define multiple exteriors - even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)

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Jake_Rich22/09/202618:59:45
rust_reboot/main/base_occlusion (#165337)

Exclude high walls from room occlusion (since they are always considered outside structures)

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Jake_Rich22/09/202618:46:53
rust_reboot/main/base_occlusion (#165335)

Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior

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Jake_Rich21/09/202619:17:34
rust_reboot/main/base_occlusion (#165162)

Make remote controlled entities (turrets, drones, cameras) have base occlusion disabled - will enable it for RC entities when we do the push to get rid of the minimum 30m occlusion distance to make it work for anti-ESP, for now lets keep it simple and skip since RC entities are used for <1% of gameplay

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Jake_Rich21/09/202618:46:41
rust_reboot/main/base_occlusion (#165157)

500 extra bases from the server save

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Jake_Rich21/09/202618:46:06
rust_reboot/main/base_occlusion (#165156)

- add room.exportpastes <folder> to convert a folder of copy paste files (aka the server save) to the test format base occlusion expects - add support for base occlusion tests to work across multiple directories of test files (so we can keep the test bases organized)

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Jake_Rich21/09/202618:14:05
rust_reboot/main/base_occlusion (#165154)

Fix refreshing faces being able to go above 1,000 depth, use a queue instead because initializing a large base can go over the limit

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Jake_Rich21/09/202617:28:58
rust_reboot/main/base_occlusion (#165146)

Fix unity toolbar extender ui toolkit causing focus as well on domain reload

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Jake_Rich21/09/202616:36:37
rust_reboot/main/base_occlusion (#165129)

Fixed the game window grabbing mouse + keyboard focus when running tests - should only show the window, not grab focus

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Jake_Rich21/09/202616:13:29
rust_reboot/main/base_occlusion (#165121)

Improve base splitting - filter out external TCs and small structures so it only exports proper bases

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Jake_Rich21/09/202615:26:04
rust_reboot/main/base_occlusion (#165102)

Ridable horse prefab 👀

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Jake_Rich21/09/202615:25:30
rust_reboot/main/base_occlusion (#165101)

Add ability to copy paste to import entire saves and output a different copy paste for each base

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Jake_Rich21/09/202614:18:31
rust_reboot/main/base_occlusion (#165082)

- fix deployables clipping through doors being hidden when an exterior door closes - fix entity destroy message sometimes being sent before network group switch happens (when repartitioning base)

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Jake_Rich18/09/202620:56:27
rust_reboot/main/base_occlusion (#164923)

More comments improved

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Jake_Rich18/09/202620:16:19
rust_reboot/main/base_occlusion (#164918)

Better comments

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Jake_Rich18/09/202620:05:09
rust_reboot/main/base_occlusion (#164916)

Fix compile error (even though it's editor only it still can mess up editor if it switches realms)

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Jake_Rich18/09/202619:45:42
rust_reboot/main/base_occlusion (#164912)

Fix formatting of Visibility.cs

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Jake_Rich18/09/202619:19:28
rust_reboot/main/base_occlusion (#164907)

merge from main -> base_occlusion

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Jake_Rich18/09/202619:09:59
rust_reboot/main/base_occlusion (#164902)

Fix room export tool not writing to the temp directory in the editor

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Jake_Rich18/09/202619:00:24
rust_reboot/main/base_occlusion (#164900)

Mark the room exporter (base -> JSON) as editor only - used so we can run tests on bases without having to spawn the entire base (which is slow)

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Jake_Rich18/09/202617:46:26
rust_reboot/main/base_occlusion (#164891)

Disable TCs from room occlusion - if you hide the TC from the client then you don't know if your authed on the base - re-enable later once we move auth networking out of the TC itself (we could only network to players authed but then we still need to know if a TC is attached to a building)

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Jake_Rich18/09/202617:41:34
rust_reboot/main/base_occlusion (#164889)

Fix line endings

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Jake_Rich18/09/202617:25:49
rust_reboot/main/base_occlusion (#164886)

More cleanup

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Jake_Rich18/09/202617:25:38
rust_reboot/main/base_occlusion (#164885)

Codegen again

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Jake_Rich18/09/202617:17:53
rust_reboot/main/base_occlusion (#164884)

Codegen

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Jake_Rich18/09/202617:17:46
rust_reboot/main/base_occlusion (#164883)

Set room occlusion and the admin bypass for it to be saved in editor - avoid us having to keep turning it on & disable the admin bypass every time we enter play mode but keep the feature disabled by default in standalone builds

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Jake_Rich18/09/202617:16:01
rust_reboot/main/base_occlusion (#164882)

Add support for convars to only be saved in the editor

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Jake_Rich18/09/202601:30:08
rust_reboot/main/base_occlusion (#164790)

merge from main -> base_occlusion

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Jake_Rich18/09/202601:26:09
rust_reboot/main/base_occlusion (#164788)

Optimizations - add spatial grid for rooms (just like network grids) so we don't murder performance networking every room within 32m (because we actually testing this large scale now, not craggy) - fix every room being checked on the server instead of only the room that the entity was deleted from

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Jake_Rich17/09/202620:44:33
rust_reboot/main/base_occlusion (#164765)

Codegen

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Jake_Rich17/09/202620:44:07
rust_reboot/main/base_occlusion (#164764)

Make sure that disabling room occlusion after enabling it cleans everything up - we want all face definitions to be destroyed after disabling so we can re-initalize everything properly - if initialization fails, only try once instead of getting stuck trying every frame

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Jake_Rich17/09/202618:00:19
rust_reboot/main/base_occlusion (#164735)

Add base occlusion to runtime profiling so we can monitor how much main thread time it spends on room occlusion per frame

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Jake_Rich17/09/202617:30:49
rust_reboot/main/base_occlusion (#164732)

Improve the warning if the spatial network grid IDs will overlap the reserved room ids - change the encoding from hardcoded values to constants (confirmed behavior is identical)

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Jake_Rich17/09/202616:54:33
rust_reboot/main/base_occlusion (#164726)

Make room network group IDs static similar to the other reserved values instead of instance field - first 1024 IDs are for global groups - last 6.5M IDs reserved for base occlusion

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Jake_Rich17/09/202616:38:19
rust_reboot/main/base_occlusion (#164715)

Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity) - used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks - get rid of needing to register all faces explicitly in SaveRestore & copy paste

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Jake_Rich17/09/202616:22:31
rust_reboot/main/base_occlusion (#164712)

Update doors to only call into base occlusion when their open/closed state is changed (via flags) instead of needing to remember 3x different places it called into base occlusion

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Jake_Rich17/09/202616:10:11
rust_reboot/main/base_occlusion (#164705)

Cleanup network subscription logic so it all happens in a single place

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Jake_Rich17/09/202616:10:18
rust_reboot/main/base_occlusion (#164706)

Codegen

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Jake_Rich16/09/202621:26:36
rust_reboot/main/base_occlusion (#164568)

merge from main -> base_occlusion

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Jake_Rich24/08/202615:52:32
rust_reboot/main/base_occlusion (#161876)

merge from main -> base_occlusion

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Jake_Rich24/08/202615:42:29
rust_reboot/main/base_occlusion (#161873)

Refactor and cleanup of code

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Jake_Rich24/08/202603:50:30
rust_reboot/main/base_occlusion (#161813)

Make sure we only send entiites when a door opens immediately based on a convar, so we can do normal slower snapshot queue when doors are opened and we send entiites and let the "closer than 30m send everything" prevent pop-in

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Jake_Rich20/08/202619:26:45
rust_reboot/main/base_occlusion (#161608)

Fix deployables that are inside multiple rooms not working - assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately

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Jake_Rich20/08/202618:28:15
rust_reboot/main/base_occlusion (#161601)

Always show rooms that are within ~30m of the player - prevents us from having to blast the client with a ton of entities right when they open the door, allows us to stream them at a sane rate

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Jake_Rich20/08/202617:30:57
rust_reboot/▆▉▍▍▆▊▌▆▋▅▇▇▍▌▅▄▋█▅ (#▆▇▅▌▉▅)

▇ ▉▌▍ ▆▅▆ ▆▇▌▇ ▄▍ ▋▍▅▅▉█▇ ▇▇ ▅▇█▆▅▆ ▉▌▉ ▄▌▆▍▉▉▅ ▆▉▍▊▊▍ ▅█ ▉▍▋▍ ▄▅▍██ ▄▇██ ▍▄ ▍▋█▇▇▅▋ ▋▇▉ ▄▇▌▇▊▊▆▆ ▄▋ ▅█▉▌█▄█▋▌▆ ▄▊

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Jake_Rich20/08/202617:11:14
rust_reboot/main/base_occlusion (#161595)

Simple list of doors with transparency for testing

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Jake_Rich20/08/202617:04:15
rust_reboot/main/base_occlusion (#161593)

Add ddraw for network groups for rooms

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Jake_Rich20/08/202605:47:16
rust_reboot/main/base_occlusion (#161507)

Reduce amount of network groups for rooms

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Jake_Rich20/08/202603:20:05
rust_reboot/main/base_occlusion (#161501)

Send network updates of room behind the door before the door's network update is sent

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Rust Utility Hub - Commits - main/base_occlusion