138,273 Commits over 4,474 Days - 1.29cph!
Bar Stools - Updated models with LOD0, updated materials with bake textures, updated prefabs with new models
set up finished tictactoe sprays and added variations to possibly be hooked up later
Fixed some issues with the tone mapping and the lift gamma gain
merge from canvasrenderer_warning_fix
Removed all the unnecessary canvas renderer components from prefabs using 3D tmp texts
S2P apartment complex
Merge from PlayerMaintainedMonuments
Bugfix: batch of bugfixes to Save being not MT safe
- removed more Time dependency
- replaced Transform access with TransformHandle bypass
Tests: TestMTSave - 20 -> 13 fails
Crate spawning now supports multiple crate types, picked at random.
Hooked up all 3 crates.
Fix cue not staying in our right hand
Removed CanvasRenderer RequireComponent from Graphic, was done by Unity in the latest GUI package update, was reverted when merging with our custom version
Updated all Graphic custom child classes to have their own RequireComponent
Adding a generic lootroom to be added to monuments that require it. Needs setup to rely on powerplant power.
merge from skinviewer_rotation
Setup prefab variants/entities for all satellite crates.
Removed collideders/gibs from source art prefabs.
Bugfix: move Signage.EnsureInitialized from Save to ServerInit, as it's not MT safe
Tests: TestMTSave - 25 -> 20 fails
Merge from PlayerMaintainedMonuments/power_line_changes
Bugfix(tests): batch of patches for unit test spawned entities to avoid NREs in Save
Tests: TestMTSave - 28 -> 25 fails
Merge from crate_timers, tested, working.
Reset skin target local rotation on disable
Update MB barrels with current prefabs, materials and meshes
Bugfix: move CarvablePumpkin.EnsureInitialized out of Save, since it's not thread safe
Tests: TestMTSave(CarvablePumpkin) and spawned and carved one on playground
more tunnel storage variations
Bugfix: batch of Transform replacements with TransformHandle in save code when using Jobs 4
Tests: TestMTSave - 32 -> 29 fails
Adding a graffiti in oilrig to explain the PMM logic
Corridor collapse blocker - fixed offset concrete collider, zeroed out gibs. Moved collision component to top level of entity to prevent ever-present stage 1 col. Set up LOD chain and disabled shadows for later LODs. Updated mani
Bugfix: batch of replacement for Time usage with ThreadSafeTime
Only 1 skipped out for now, BuildingPriviledge - that one does lazy-eval, which is problematic
Tests: TestMTSave - 42 -> 32
Bugfix: BasePlayer - avoid Time.time when evaluating mortarCooldown
There's one more issue to resolve, but it doesn't affect unit tests, will resolve later
Tests: TestMTSave - 59 -> 42 fails
Bugfix: vehicle related Time api fixes
- TimeSince and TimeUntil now have a member method allowing to calculate from passed time (to avoid Time.time invoke)
- TrainCar uses GetNetworkTime(ThreadSafeTime) overload
Tests: ran TestMTSave, 74 -> 59 fails
Tests: TestMTSave
merge from generic mount subsystem branch
Bugfix: don't use cached fuel fraction, just calculate it when saving
Avoids TimeUntil sample, which isn't safe in MT
Tests: TestMTSave(AttachHelicopter) pass
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Update(tests): another small batch of patches and skips that I missed
Tests: TestMTSave 81 -> 75 failures
Bugfix: BaseNPC - fallback to original GetNtworkRotation implementation for server side entity
It knows how to fetch local rotation in MT-safe way
Tests: TestMTSave - 94 -> 81 failures
Optimised stage 1 gibs for blast door blocker. Renamed other gib parts to match conventions.
Update(tests, editor): last batch of patches and bypasses to spawn entities
- Renamed Prefabs editor script into PrefabTools, as it was conflicting with PRefabs.Misc.GhostShip
I can finally get to fixing save issues for MT
Tests: relevant TestMTSave pass
Add satellite_crate.entity, unlootable until fire goes out. Uses the new crate model.
Spawn them in at impact instead of previous crates.
amend remaining ore bounds
Update(tests): batch of various patches and prefab spawn skips
Got about 10 patches to apply before starting to fix saving for MT
Tests: relevant TestMTSave pass
Fixed skin viewer not resetting models rotation on init
merge from skinviewer_rotation_fix
Rotated one of the park benches in the playground so you mount it the correct way . Ran S2P
Blast door monument blocker - updated bounds and navmesh collision, added LOD chain and set LOD component, fixed gib pivots and assigned phys material, set health
Update(tests): skip marker spawning in tests for DeliveryDrone
Tests: TestMTSave(DeliveryDrone) pass