138,597 Commits over 4,505 Days - 1.28cph!
After grab all the changes to building blocks to define faces, edges, etc
Grab reserialized building block prefabs first
Cherrypick the semi-converted version of full base heating from previous hackweeks
- full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now
merge from chineselantern_pickup_fix
Fix a barrel spawn clipping inside the recycler in harbor 1, S2P
Unlocked garage doors no longer require build priv to pick up (consistent with all other doors)
Fix clipping vehicle parts crate on junkpile i
Fix a floating piece of paper in ghostship d
Chinese lanterns and jackolanterns can now be picked up with fuel inside, like regular lantern
Clean: do TLS search after assemblies loaded, not after domain reload
- add comments
- add temp scene and TLS test script (will remove later)
Tests: ran temp scene
Update: rewrite UnsafeScriptingAccess to search for TLS slot dynamically
- ran codegen
Weirdly SwitchToMultithreading doesn't work, might be my UniTask todo
Tests: on windows, using local scripts was able to get and read transform pos
Drain pass optimisation, evaluators now set what kind of update (input, state or persistent state) can set the drain as dirty
Ferry reliability improvements:
* Prefer online, not full zones on its schedule
* Retire ferries if they have no valid server to go to anymore
* Ferries now lock in their destination when stopping at the ferry terminal dock so they can't switch mid-trip
* Fixed a few bugs with the ferry terminal's ETA signs
* Fixed the server spawning missing ferries without making sure that the area is clear first (they spawn at the dock!)
Merge: from unitask_threadpoolawaitable_fix
- Bugfix for deadlocking when frequently moving tasks to thread pool
Tests: ran unit test - passes
Bugfix: fix races in parameter caches when slamming SwitchToThreadPool
- UniTask synced up to commit c995d2b
Tests: ran SwitchToThreadPool test - now passes
New(tests): add TaskTests.SwitchToThreadPool that reproduces deadlock reported by community
Tests: gets stuck as expected when PooledRunners are active
Boat sail optimization, LOD2 and LOD3 now switch to newly baked static meshes (with lowered/raised variants) instead of the skinned mesh renderers, so they can be batched
Replaced animator string usage
Fixed material not being applied in 3rd person
Fixed honey bandage position not being the same as the regular bandage in 3rd person
Cleanup wolf foundation jump test
Fixed save load path registeringcomponents twice
Add test for wolf leap on foundation, not cleaned up yet
Updated all IO tests to the new syntax
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
Initial work to create dedicated navmesh position
merge from trdesk_snapping_fix
Fix an old "Cannot set the parent of the GameObject" sound error when disconnecting while on a moving train
Slight cleanup + reformat
Fix for procedural rail lines sometimes not linking up properly at junctions
There was an old bug in train track collation that could miss junctions when splitting up the splines, depending on the iteration order. Likely only became visible recently when we switched to FindObjectsByType with FindObjectsSortMode.None
Tested a known case / seed that had a broken junction after initial map generation but not when loading the map from a file - now works in both scenarios
IOTestFixture, helpers for IO2 automated tests
Updated AND switch tests
Converted more stuff: seismic sensor, some audio entities, fuse box
improvements to the muzzle attachment setup
unified origin point for these attachements to be at their base - makes placement much easier
used prototype 17 as an example and updated its muzzle attachment positions
attempting to normalise render sizes weapons and clothing
setting up glass ar 3p anims and world model
fix bugs with syncing the server state of the arcade to the active player, update manifest
fixed large planter gibs spawning upside down
improved first person and specifcally 3rd person muzzle brake positioning for the following:
sks, thompson, sar, pistol revolver, space lr300, pump shotgun, prototype 17, mp5, m4 shotgun, m249, m16, hmlmg, custom smg and handmade smg
prefab setup, gotta regen manifest
add feedback for hitting notes, bootleg fake particles, level up toasts
basic replication for spectators
Initial setup for character customisation. Simple convar based system to swap between various pre-existing player model features
Glass AR - shader fix for self sorting issues in viewmodel
Converted door controller: had to set the monument door controller prefab inputs as main power slots, will need some S2P