142,518 Commits over 4,383 Days - 1.35cph!
Include the code we removed when splitting into files
merge from darts_minigame -> game_room_dlc/darts_game
(better parent branch for sharing code)
Split apartment room code into multiple files and subscribe for inventory updates from all furniture so we can recalculate upkeep every time it changes
- same code as TC that debounces the updates to only recalculate 1x per second
- this shouldn't be too many updates: without industrial the only time upkeep will recalculate is when paying for upkeep or a player is actively in their room looting
Start making upkeep terminal entity for apartments
Add upkeep terminal to medium apartment so there is a place to store scrap for upkeep (rather than it magically taking it out of a chest) and see how much your daily upkeep (rent) is
Swap the small apartment from the loot crate prefab to a small wooden box so it has something to store items
Fix issues with camera reset lerp
merge from efurnace_emission_fix
workshop and emission toggle HDR potential fix (for efurnace)
Added new input system package
Yolo updated the unity.ugui package to latest available version
Re applied our custom changes on top, seems to work
2/2
Yolo updated the unity.ugui package to latest available version
Re applied our custom changes on top, seems to work
Tone down the emoji scale
Fix emoji picker being hidden underneath the stats menu
- FIx emoji overlay being offscreen
- FIx emojis not being rendered correctly in the shop name input box
Fix sold out being shown when entering a buy amount greater than the amount inside the machine
Fix dragging item being stuck on the screen when closing the vending admin UI
merge main -> rust_relay_server
Fix existing sell order on modify clicked NRE
Add support to seperate different skins into seperate vending listings.
Eg you can sell a skinned ak in a different listing than a regular AK.
This is optional and can be toggled on a machine by machine basis in the new UI.
Updating heavy plate armour skinning
setup AK to use flatback charms, setup backpack with flatback variant
pooltable_and_dartboard_models -> game_room_dlc
Updating knight armour helmet skinning
merge from tincanalarm_v2
Cant open tin can alarm when building blocked
Removed unknown region log spam in editor
Clean: projectiles now internally iterate over their cache rather than instance list
Tests: unit tests, 2p on craggy
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
updated tier 1 and 2 workbench lod distances to match tier 3
both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
on the right branch this time
- HeldEntity and BaseViewModel now find and cache which anim clips are valid for persisting in PreProcess rather than in DoPrepare and being serialized to each prefab. Makes it easier to quickly test in editor and no prefab diffs
- General cleanup of the code
- Fix not checking if the animation controller playable is valid in PlayerModel.IsGoingToPlayClearHoldTypeAnim
- Remove some garbage allocs in AnimationEvents
- In AnimationEvents.TryCacheEventReceivers always check its parent for any other IAnimationEventReceiver. No current viewmodel for which this would have been a problem for, but because it can support more than one event receiver felt like a bug waiting to happen
updated tier 1 and 2 workbench lod distances to match tier 3
both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
merge from automated_testing
Merge from industrial_crafter
Craft speed multiplier fix. Pool fix
add engineer reinforced upgrades
added shelf to tier 3
updated upgrade positions
updated reinforced position to accomade the extra fbx - also adjusted the gibs
Optimised test runner window OnGUI stack
Editor test runs are faster
adding an industrial crafter test setup save
updated tier 2 upgrade placement positions
also added a shelf to the tier2 workbench so it can more closely match the concept
custom editor for attachments to help joint config
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
Update: ensure projectile stable indices are packed
This simplifies code and opens up the door for better cache utilisation & simd processing, but currently savings are on the noise level
Tests: unit tests + shot around player with 2 clients connected