144,737 Commits over 4,413 Days - 1.37cph!
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Kamikaze FPV Drone - Added gibs
Added optional ddraw shape / text identifiers (so they can be individually cleared with the new ddraw.clearid command)
https://files.facepunch.com/raul/1b1511b1/15_19-42-FixedSnowdog.mp4
updated lr300 sprint pose to anim loop
bone knife deploy animation update
illuminated pressure pad;
- Gibs added
- fixed bug on pad stacking on itself
Update(tests): even more edge case unit tests
- escaped double quotes
- split escaped double quotes
Tests: ran tests
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Update(tests): add a couple more edge case unit tests
- torn nested string
- single quotes nested
- torn single quote nested
- Added a whitespace to first nested string in all tests to validate trimming
Tests: ran unit tests
Salvaged icepick anim update
- New PoolCueViewModel setup - strip off rotational changes
- Update viewmodel rotation based on mountable
- New setup for the viewmodel
Ensure mountable is killed (again)
Add(tests): add StringExtensionTests
Currently only covers SplitQuotesStrings. Baseline allocs - 33allocs, 1.8KB
Tests: ran tests
illuminated pressure pad;
- Lods created
- Prefab updated
Fixed transforms on playground assets and prefabbed up
Optim: fully remove function temporary
Saves 1 alloc (63 allocs, 3.9KB)
Tests: ran tests
Update(tests): add case or command with no args
Tests: ran unit tests
Optim: don't recreate temporary klass and function substrings, fetch the full name at the end
Saves 2 allocs (64 allocs, 4.2KB)
Tests: ran tests
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
Optim: skip lowercasing command class and function names
We rely on case-insensitivite comparator for map lookups - saves 2 allocs (66 allocs, 4.3KB)
Tests: ran unit and perf tests
UZI 9mm LOD0 and Textures
UZI 9mm LOD0 and Textures
Update(tests): also validate uppercase commands are resolved properly
Tests: ran unit tests
illuminated pressure pad;
- textures polished
- icon updated
- prefab updated
illuminated buttons;
- buttons now illuminate both when power is recieved and when sent.
- prefabs updated for buttons
https://files.facepunch.com/curtis/1b1511b1/15_23-41-FrivolousGrackle.mp4
Molotov animation and holdtype updates
New(tests): add basic Facepunch.Console.CommandTests tests(3 unit, 1 perf)
Need it before I start optimizing out allocs
Tests: ran tests, they pass and show allocs (68 allocs, 4.4KB total for test string)
fixing some flow issues on the damaged side of the apt building
Adding HLOD to apartment_complex_1
fixing some terrain topos, repainting a proper blend map for terrain
Industrial Torch first pass animations
resetting this silly dofexposer asset that saves with local tweaks to camera
removing decorative skull from flat medium as it throws errors
cleaning a bunch of missing references in the level and in project art prefabs
Fixing vagabond jacket skinning
Bugfix: ensure UseMutexPool feature switch catches all pool calls
Now pools lazy-update their internal storage when toggling the feature switch - this makes sure calls are routed to the right pools
Tests: played on craggy, slapped breakpoints into Take and made sure no calls were made to fallback/new pool when new/fallback mode was set
Updated sprint idle with correct prop rotation, updated clip used in lr300 entity subsystem
Fixng roadsign armour clipping with hoodie
cleared a prop from clipping in basement flat
Fixing swim wear skinning
Updating horse mask to fix clipping
Exposed chanceToFall variable
"Converted" supply drop selection to the radial menu.
Replaced smoke signal colours for all variations:
Default = Blue
Green = Medical / Food
Orange = Resources / Building Supplies
Yellow = Weapons / Ammo / Tools
Supply drops have been set up to accept different variations of their own loot pool, loot tables still to be added.
https://files.facepunch.com/hog/1b1511b1/Unity_dSXb7JlnYE.mp4
overgrowth set dressing polish, hiding/pruning foliage where not needed
Revert added inventory UI, going to shift airdrop selection to radial menu instead.