142,719 Commits over 4,383 Days - 1.36cph!

33 Minutes Ago
Merge from parent
34 Minutes Ago
Merge from main Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
42 Minutes Ago
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
2 Hours Ago
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
3 Hours Ago
Add player model animation inspector as an alternative to the playable graph monitor - but more focused on quickly debugging player model animations.
3 Hours Ago
Fix animation assignments being backwards, disable pitch curve for now.
3 Hours Ago
Show server country codes. This time taken via geolocation
3 Hours Ago
Setup new binocular shader: lens distortion, fresnel and glare
4 Hours Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
5 Hours Ago
Updated eyelash material
5 Hours Ago
Don't run upkeep for non-rented apartments
5 Hours Ago
Initial random eye colour tests, samples a gradient from the dye set so colours natural-ish
5 Hours Ago
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range
Today
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Today
merge from fix_c4_deployable_damage -> main
Today
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Today
Fix C4 & satchels doing 2x damage to the deployable it's attached to - was doing splash damage + direct damage to the entity it's parented to if it was a deployable (stuff like workbenches, not building blocks, doors or anything you would be raiding) - fixed by skipping splash damage on the entity it's attached to so it only does direct damage
Today
merge from dump_prefabpreprocess -> main
Today
Add `dumppreprocess` to specifically dump the list of prefabs inside prefabpreprocess & their component counts - will also be included when running full `dump` command
Today
merge from fix_dump_dontdestroyonload -> main
Today
Add automatic shader remapping to Indirect Instancing This also properly initialises BatchRendererGroup, but getting the .bufferHandle requires a Unity mod for the time being. (need to migrate ComputeBuffer → GraphicsBuffer first)
Today
Refactor dumping objects per scene into separate folders because it was copy pasted between `dump` and `dumprootobjects`
Today
RRP: Add some DOTS support to Lit vertex shader
Today
Fix DontDestroyOnLoad scene including all the objects in other scenes instead of all the objects not in other scenes
Today
Send daily rent to client in apartment room entity Link apartment upkeep terminal -> apartment room on client
Today
Switch loot panel for apartment upkeep terminal to new one
Today
Add support for the TC loot panel to show the upkeep for the apartment rooms - use the apartment room to get the daily scrap rent
Today
set electric furnace emissive HDR intensity to 1, and adjusted emissive texture to compensate
Today
progress on darts game controller, initial structure and setup for starting/ending game and players joining/leaving
Today
Bump exe/dll versions and make it easier to do so Fixed gravity gun acting up again Update localization files
Today
Bump exe/dll versions and make it easier to do so Fixed gravity gun acting up again Update localization files
Today
adjusted bed blankets and tweaked texture
Today
prototype upgrade texture update
Today
Clean up InstanceCreationInfo.material
Today
Set debug labels for indirect instancing buffers
Today
Merge: from createcorpse_triggerparent_nre - Bugfix for TriggerParent not cleaning themselves up if a corpse forces it's way just before volume is destroyed Tests: ran auto tests
Today
Bugfix: Ensure TriggerParent properly tracks forced corpse Corpses forcefully inherit trigger volumes, which doesn't properly initialize internal contents, leading to skipped cleanup when volume is destroyed. Rare bug in the wild, but consistent in auto tests. Tests: ran all PlayerMountedToArmoredVehicle_PlayerNotTargeted auto tests
Charity Plushie 03 setup
Today
Remove unintended antivehicle damage scaling
Today
Reapply small oilrig changes
Today
Fixed ghost ship loot spawning unparented and on top of each other
Today
Remove now empty entry in KillAllAnimals mission objective asset
deployable_snapping_fix_2 -> main
Today
Fix another reference to the old wolf in the trophy data
Today
- Return JobHandle for CheckSpheres - Start re-ordering physics queries in fly checks to (attempt to) maximize performance - Add 'JobsSkipLocalQueue' convar which, when enabled, will flush local jobs queue after certain jobs are scheduled - gamephysics/antihack consistency tests pass
Cleanup
Fix invalid angle in split builds where the server recomputerd rotation from the floor normal instead of the wall normal
Today
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