140,490 Commits over 4,505 Days - 1.30cph!
Minor render library improvements
* Potential optimization for render.ResetModelLighting
* render.SetLocalModelLights sets missing lights in the input table to DISABLED - this fixes an issue where previous calls with 4 lights would persist to future calls with 2 input lights
* Fixed compile warnings
Potential crash fixes
Micro optimization for Lua matproxies
Minor cleanup in spawnicon rendering
Added player_manager.RemoveValidModel
Adjust player model categories
* Remove 1 and 2 model categories.
Apply localization to DColorPalette right click menu
ColorToHSV does not truncate hue to integer
* This prevents loss of data when converting the color from HSV back to RGB
* This is consistent with ColorToHSL
Added "Copy to clipboard" option to DColorCube/Mixer
DNumSlider adjustments
* Prevent sliding the slider with mouse2/3/4/5 (Can still right click drag the name in Sandbox tools)
* Added right click menu to the slider to reset and copy the value. This should help players find this ability
Increase Hydraulic speed slider range so its default isn't out of bounds
Use DermaMenu for DBinder right click
* Includes reset to NONE and reset to default options
* This is less prone to screw the player over by right clicking around
Fixed suit admire animation being invisible
ordered f1 menu category buttons alphabetically
Sort by the translated button label instead, so the list reads A-Z
editor_multiplayer -> main
- Final name cleanup
- Fix performance logging NRE
- Hot reload fix
Custom FP Scenario dropdown to replace the default Unity one
- Renames/improvements
- Fix few more second client NRE's
- Crosshair NRE fix
Fixed not being able to transfer water into the held water bucket via the UI.
Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
add a scroll fade/gradient to tabs
removed unnecessary prefab
Added test_physmat_cube_COL, a per-face physics material test asset
Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave.
6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
merge from flex_color_picker_fixes
Update: consolidate OS specific calls to RustNative
Still gotta build and test linux and mac, gonna do that tomorrow
Tests: ran temp scene
Reverted previous idea, now using a better way of fixing it
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
Move code around, don't unload filestorage since domain reload should handle it
merge from automated_testing
Simplified battery console commands
Set main power slots for EngineListener and AlarmSystem prefabs (DummySwitch from monuments)
TeslaCoil, SolarPanel, FuelGenerator cleanup
Fix alignment issues on non-keyframable rows, they had an ugly left offset before.
Removed all the old IO code from the battery class (feels amazing)
Update: disable Unsafe.UseMultithreadedScripting on CLIENT
- codegen
Need to figure out how to better patch out the managed check when doing an IL2CPP build, will leave that for later
Tests: tested booting test scene both in CLIENT(ran on main thread) and SERVER(ran on thread pool) modes
Fixed flexible color picker hex input fields across various panels; generic painting dialog, row workshop color, ornate frame config, balloon config
exported updated glass ar admire anim
Started to refactor the two existing large train tunnel rooms (separated elements, renamed to match naming convention, fixed pivots, added door offsets). WIP
merge from automated_testing
Merge from m15_modslots_fix
Fix M15 pistol skin not having matching mod slots to base semi-automatic pistol, meaning targetting attachment mod could not be attached
Add automated test for catching item redirects not having matching mod slots. Appears that M15 was the only case
Converted DummySwitch (monument specific switches)
merge from main
need to reapply 2 changes
Regenerate testlist, all new ones pass
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
Reduce network range to 128m for:
- loot_trash
- door.hinged.cargo_ship
- door.hinged.vent
- fogmachine
- turret_attackheli
- door.hinged.tugboat.door
- _base_car_chassis.entity
- modular_car_camper_storage
- ziplinemountable
- _cardtable_base
- cctv.static
- clan.table
- audioalarm
- cabletunnel
- doormanipulator
- pressbutton_officeelevatordown
- pressbutton_trainstairwell
- wheelswitch
- big_wheel
- bigwheelbettingterminal
- smallcandleset
- marketterminal
- sled.deployed
- dynamicmissionstash
- logstash
- missionstash
- explosive.timed.deployed
- explosive.timed.entity
- metal_detector_flag_deepsea.entity
- metal_detector_flag.entity
- survey_charge
- gunnertest
- boombox.static
- cassetterecorder.deployed
- connectedspeaker.deployed.static
- microphonestand.deployed.static
merge from fix_airfield_powergrid_indicators
apply to scene, S2P airfield
better fix, 3 lights on bottom for door and improved scaling
Added new honey bandage icon
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool
Finds 36 leftover cases, need to double check none of them cause issues when reduced
updated texture res for wood armour jacket and pants. set to 1k
- Various fixes to stop editor multiplayer servers from freaking out when spun up independently (allowing multiple servers to run)
- Cleanup SteamClient valid checks
- Setup a bunch of new scenarios
Prefab setup and set dressing/look dev exploration in small room variants J, K, L. Updated mani
Updated wood armour helmet shading and updated textures. set texture resolution to 1k
merge from vehicle_pooling