135,917 Commits over 4,474 Days - 1.27cph!
Added the UI Background Blur component back to the EngineUI2 prefab after the merge
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
merge from smallbackpack_workshop_setup (missing .meta)
wooden crate 2 lods and gibs
Fix pooltable collider NRE
Fixed server compiler errors related to if CLIENT defines on renderer features
Added disclaimer text on the pooltable
Update: move tickDeltaTime and tickNeedsFinalizing into it's own state arrays
Cleans a stale TODO
Tests: booted craggy and ran around
Null check player in RPC_FireThruster
Fixed compiler errors from merge
Server-side mount enforcement check for power
Updating arrow head and arrow meshes in weapon prefabs
merge from apartment_s2p_spawner -> main
Fixed game update notification showing up in aux builds, manifest only tracks release and staging
Added fast bootstrap option in the editor preferences, skips some yield we don't necessarily need, will just cause some visual glitches we don't care about in editor
Saves 4 seconds ish when loading from the bootstrap scene
merge from bootstrap_fastmode
merge from bootstrap_logs
Correct occupation-over values for all dweller jumpsuits (fixes naked underwater dwellers)
Supermarket freezer new sounds
Merge from PlayerMaintainedMonuments/powergrid
Add _RRP multi_compile to all shaders with a forward pass
Remove _UsingRRP dynamic branch
Added support for the LensDirtinessEffect in RRP and added some if client wrappers around the night light effect's renderer feature and pass
Add support for apartment rooms to only be spawned based on position instead of all the entities being baked into the monument's scene
- stores list of entities to spawn inside a component attached to the output prefab
- spawns them inside FindMapEntities()
- fixes needing to run S2P when only the apartment room prefab is changed
- reduces scene size from 175MB -> 75MB (unsure how that translates to actual RAM usage)
Abort the launch in the (unlikely) event the final lock-in search fails, prevents potentially locking up the event.
Bugfix(tests): remove test assertion that can sporadically fail
Since we run some checks in parallel, some state results are unreliable
Tests: ran unit tests as a batch and each in isolation
Manually force global broadcast, just incase - particularly for saves.
enabled censor on tank top (so skins don't reveal nudity)
merge from apartments_adminauth_bypass
Made apartment.adminapartmentnoclip a server variable instead
Client compile fix, codegen
Fix darts throwing towards the player and bricking the darts board
Bugfix(tests): ensure env volumes get cleaned between TestIsFlyingConsistency runs
Found a test that fails when run in isolation
Tests: ran unit tests
Bugfix(tests): use test state caches for PlayerState
Fixes failures from previous change. Spotted a bug that should cause a failure, yet it passes somehow - will investigate next
Tests: ran AH perf and unit tests
Added logs in bootstrap when each step starts and ends, helps debugging issues
assigned temp baseplate to rock sculpture
Update: move generic AH state from BasePlayer to AH.PlayerState struct
Tests: ran AH tests, perf tests failing (will fix next)
Fixed world setup in train tunnels test to make dwelling spawning work
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Halloween costume prefab fixes
Create new livestock testing scene with ai enabled
Setup cow movement speeds