Alpha v1.0.0

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All Rust commits from Facepunch

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Felix19/12/202505:56:38
rust_reboot/main/indirect_instancing (#140186)

Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)

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Felix19/12/202505:52:36
rust_reboot/main/indirect_instancing (#140184)

rebase on main

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Felix19/12/202505:50:44
rust_reboot/main/indirect_instancing (#140183)

* Improve job scheduling to make leaving the job phase more robust through loading screens * Fix NRE when trying to remove instances before Indirect Instancing was initialised

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Felix19/12/202500:57:28
rust_reboot/main/indirect_instancing (#140178)

Remove unused field

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Felix18/12/202507:51:08
rust_reboot/main/indirect_instancing (#140112)

Fix server build

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Felix18/12/202506:54:10
rust_reboot/main/indirect_instancing (#140107)

rebase on main

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Felix18/12/202506:43:25
rust_reboot/main/indirect_instancing (#140106)

* Made switching Indirect Instancing at runtime more robust * Prevent some other possible exceptions * Avoid some unnecessary calls to MotionList

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Felix18/12/202505:20:20
rust_reboot/main/indirect_instancing (#140104)

* Renamed TransformMemory to MotionList (as it should be) * Use managed HashSet instead of NativeHashSet because there seems to be no performance benefit to using native at the moment. * Fixed exception caused by removing elements from the set while iterating

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Felix18/12/202504:00:59
rust_reboot/main/indirect_instancing (#140103)

Use negative handles for fallback memory

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Felix18/12/202503:40:07
rust_reboot/main/indirect_instancing (#140101)

Remove InstanceHandle and use a simple integer instead

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Felix18/12/202503:30:58
rust_reboot/main/indirect_instancing (#140100)

* Added generic NativeMultiList to replace InstanceHandleList (WIP) * Store Transform.InstanceIDs (and actual nullable Transform references) in PerInstanceMemory, indexed by seq_num * Simplified MotionList add/removal procedures to HashSet operations * Cleared up function naming in BaseEntity.Client.Motion.cs * Consider all entities as a potential motion parent and utilise existing parent/child relations to call MotionStart / MotionStop * Removed IMotionParent interface because it caused more confusion than anything else * Correctly dispose of the hash set storing child instances when an entity is destroyed

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Felix16/12/202509:09:42
rust_reboot/main/indirect_instancing (#139964)

(WIP) Large refactor: Make BaseEntity responsible for calling StartMotion / StopMotion with (potentially) a single array of numbers to mitigate spikes when large entities set into motion.

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Felix15/12/202523:17:14
rust_reboot/main/indirect_instancing (#139938)

* Make instances identifiable by a single never changing integer * Speed up adding/removing instances by using various look up tables to find instances instead of staged linear searching

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Felix12/12/202506:19:25
rust_reboot/main/indirect_instancing (#139790)

Convert seq_num uint → int

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Felix12/12/202505:54:27
rust_reboot/main/indirect_instancing (#139789)

rebase on main

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Felix11/12/202504:40:49
rust_reboot/main/indirect_instancing (#139698)

Enable Indirect Instancing by default

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Felix11/12/202504:32:41
rust_reboot/main/indirect_instancing (#139696)

No longer restrict Indirect Instancing (`indirect_instancing.enabled`) to developer accounts. I'm looking at you, staging players. 👀

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Felix11/12/202504:23:41
rust_reboot/main/indirect_instancing (#139694)

Allow Indirect Instancing to be toggled in-game any time (Also correctly applies config value when in editor now)

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Felix10/12/202507:08:04
rust_reboot/main/indirect_instancing (#139625)

* Remove the need for HasValidMesh() on LOD components * Renamed a bunch of things for clarity

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Felix09/12/202523:08:54
rust_reboot/main/indirect_instancing (#139620)

rebase on main

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Felix09/12/202515:01:36
rust_reboot/main/indirect_instancing (#139580)

Disable Indirect Instancing by default to unblock editor issues (I'll be back)

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Felix07/12/202523:19:17
rust_reboot/main/indirect_instancing (#139488)

Remove wrong assertion

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Felix05/12/202510:49:47
rust_reboot/main/indirect_instancing (#139414)

merge from indirect_instancing

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Felix05/12/202504:11:09
rust_reboot/main/indirect_instancing (#139398)

* Moved fallback bounds transformation to a job * Removed old fallback culling code

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Felix05/12/202502:39:51
rust_reboot/main/indirect_instancing (#139395)

Cleanup: Remove old MotionList code

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Felix05/12/202502:14:39
rust_reboot/main/indirect_instancing (#139394)

* Fixed objects in fallback renderer not updating correctly when in motion. * Added profiler markers for draw call submission of instanced and fallback renderers. * Fixed streaming_use_mesh_uv_distribution_metrics not actually doing anything.

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Felix04/12/202507:13:32
rust_reboot/main/indirect_instancing (#139290)

Fix 2 NREs with Indirect Instancing enabled

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Felix04/12/202504:54:16
rust_reboot/main/indirect_instancing (#139289)

* Convert INDIRECT_INSTANCING_ON to a global keyword because it kind of is global * Make sure INDIRECT_INSTANCING_ON is always defined in the GCINCLUDE section (Fixes shipping containers) * Allow changing indirect_instancing.enabled at any time in the Editor (FIxes entering play mode with it enabled)

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Felix03/12/202507:49:06
rust_reboot/main/indirect_instancing (#139120)

Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.

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Felix03/12/202506:23:46
rust_reboot/main/indirect_instancing (#139116)

Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)

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Felix03/12/202505:42:05
rust_reboot/main/indirect_instancing (#139115)

Perform application of the motion list transforms in a job for better performance

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Felix03/12/202503:05:32
rust_reboot/main/indirect_instancing (#139111)

Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled

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Felix03/12/202502:30:36
rust_reboot/main/indirect_instancing (#139110)

Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.

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Felix03/12/202502:08:19
rust_reboot/main/indirect_instancing (#139108)

Merge from main (to pull in mac_foliage_tearing_fix)

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Felix03/12/202501:50:51
rust_reboot/main/indirect_instancing (#139105)

Rebase on /main

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Felix03/12/202501:02:56
rust_reboot/main/indirect_instancing (#139098)

* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.

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Felix01/12/202523:43:37
rust_reboot/main/indirect_instancing (#138901)

Rebase on /main

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Felix01/12/202523:40:20
rust_reboot/main/indirect_instancing (#138900)

add some more debug info to TransformMemory

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Felix01/12/202508:33:46
rust_reboot/main/indirect_instancing (#138789)

Improve performance of instances in motion by about 3x by mirroring all swap and copy operations of instance memory into a separate structure, and using that to apply new transforms of instances in motion.

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Felix28/11/202500:32:17
rust_reboot/main/indirect_instancing (#138547)

Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 7 of 7, because Plastic is a broken mess]

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Felix28/11/202500:31:59
rust_reboot/main/indirect_instancing (#138546)

Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 6 of X, because Plastic is a broken mess]

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Felix28/11/202500:31:11
rust_reboot/main/indirect_instancing (#138544)

Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 4 of X, because Plastic is a broken mess]

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Felix28/11/202500:31:39
rust_reboot/main/indirect_instancing (#138545)

Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 5 of X, because Plastic is a broken mess]

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Felix28/11/202500:29:53
rust_reboot/main/indirect_instancing (#138543)

Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 3 of X, because Plastic is a broken mess]

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Felix28/11/202500:28:14
rust_reboot/main/indirect_instancing (#138542)

Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 2 of X, because Plastic is a broken mess]

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Felix28/11/202500:27:47
rust_reboot/main/indirect_instancing (#138541)

Enable 222 new materials for GPU instancing (If you conflict with this changeset, simply override these changes and manualle re-enable GPU instancing on the affected materials afterwards) [Part 1 of X, because Plastic is a broken mess]

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Felix27/11/202520:57:10
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Felix27/11/202507:42:46
rust_reboot/main/indirect_instancing (#138442)

Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.

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Felix27/11/202507:41:47
rust_reboot/main/indirect_instancing (#138441)

Actually apply and respect render layers when instancing

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Felix26/11/202508:08:00
rust_reboot/main/indirect_instancing (#138232)

Fix NRE when Indirect Instancing is disabled

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Rust Utility Hub - Commits - main/indirect_instancing