136,466 Commits over 4,474 Days - 1.27cph!
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
use new RRP/BRP grab pass subshaders for player pixelation
Added tooltips to various elements (texts and close button) on cui.cui_test
Updated cui.cui_test background image URL to use https
merge from sv_console_history
Added caret repositioning support (using left / right arrows)
Use Ctrl to jump to the nearest space
https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4
gamesroom jukebox
- tidyup folder
- full setup jukebox prefab with all the things
- merged models to single mesh
- removed redundant materials and old model
merge from automated_testing
only players in the game can reset the board, otherwise you must wait for idle endgame timer
darts fixes
- fix RPC_UpdateThrowTimer (pretty sure)
- fix deploy bounds
- fix collider not being representative
- include mat in placement guide
- remove rotate from placement
- set health value
- can only palce dartboard on construction
- add ground watch
- fix look rotation error spam
- fix SpawnReticle NRE
- fix outofrange exception in 2 player
- remove "win game" placeholder effect that was causing crash
- adjusted bounds of everything in the prefab
New automated test checking all Gibbable components for mesh colliders that are missing RW
All pass as expected
merge from fix_realmed_remove_warning
Fix RealmedRemove warnings on small ramp and advent calendar
Update(tests): patch WeaponRack
Tests: TestMTSave(WeaponRack) pass
Update(tests): patch VendingMachine
Tests: TestMTSave(VendingMachine) pass
Update(tests): patch VehicleModuleStorage
Tests: TestMTSave(VehicleModuleStorage) - pass
Update(tests): skip module spawning for VehicleModuleCamper in tests
Tests: TestMTSave(VehicleModuleCamper) - pass
Update(tests): patch TravelingVendor
- skip spawning mapMarker and preventBuilding trigger when testing
Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
jukebox prefab updated with greybox model
Update(tests): patch TrainEngine
Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
merge from fix_baseentity_query_nre -> main
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
syncvar_initialiser_support
Fix a few NREs called by the new initialiser support
Update(tests): patch TrainCar
Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
Update(tests): patch Telephone
Tests: TestMTSave(Telephone) passes
Update(tests): bypass priv spawn in unit tests
Tests: TestMTSave(SteeringWheel) passes
Update(tests): patch StashContainer
Tests: TestMTSave(StashContainer) passes
merge from main -> fix_baseentity_query_nre
Update(tests): use TestFuelSystem when running tests for SmallEngine
Tests: TestMTSave(SmallEngine) - passes
merge from fix_breakin_sound_loop -> main
Fix the master key unlock not set to loop
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
Update(tests): patch SlotMachine
Tests: TestMTSave(SlotMachine) - passes
Update(tests): patch ShutterFrame
Tests: TestMTSave(ShutterFrame) - passes
Bugfix(editor): add null checks to SearchLight Reset flow
Tests: TestMTSave(SearchLight) - passes
merge from fix_deep_sea_ladder -> main
Update(tests): patch RidableHorse
Tests: TestMTSave(RidableHorse) - passes
Add `printboatteleports` command to print what players will be teleported to the deep sea
- allows us to see if ladders in standalone builds behave differently than ladders in the editor
Move blocking into subsystem too
Update(tests): patch RentableShop
Tests: TestMTSave(RentableShop) fails on TimeSince
Syncvars now correctly identifiy and apply initialisers properly
Update(tests): patch ProceduralLift
- also skip spawning trigger
Tests: TestMTSave(ProceduralLift) passes
Update(tests): patch OrientableLight
Tests: TestMTSave(OrientableLight) passes
gamesroom pooltable & balls
- enabled gpu instancing on mat