248,649 Commits over 3,928 Days - 2.64cph!
Fixed server deployable mismatch check
Added the entity netID to GetDeployable so the server WallpaperPlanner can get the corresponding wallpaper deployable
Add libstates
Started on a simple mob
Fixed pickup and reskin possible through walls, make sure the player is aiming at the soft-side of the building block
Fixed deploy mesh mismatch when looking around
buoyancy cycle doesn't use transform autoSync and syncs once at the end
initial jobified ocean height queries
- ran directly from the main thread, scheduling would be slower here due to number of queries made in different locations
- using a flattened native copy of the ocean sim data that needs to replace the managed version
Buildfix: unexpose a variable
Leftover that I missed during cleanup, somehow tripped up the build.
Tests: Build in all modes - pass. Ran unit tests - pass
Option to disable input during rendering (default to disabled)
merge from Pool_Remove_FreeDynamic
Tests: ran new CompanionServerTests 10 times, all green
Bugfix: Close socket properly instead of aborting during test teardown
This is slower, but avoids tripping up the companion server that's polling on data and suddenly gets unexpected remote closure, triggering an exception.
Tests: ran the batch of tests 10 times, no failures
Merge: from main
When testing on main, suddenly discovered that 3rd test batch run would produce an error.
Tests: ran CompanionServerTests multiple times, 2 green batches, 1 red (on teardown) - will fix in next CL
Basic damage number stuff
Merge from Entity_Query_Improvements
Fix wolves being able to pick "valid" but unreachable destinations when roaming
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Merge from twitchdropsrender
Updated Polarbear ragdoll prefab. Scaled to match Polarbear prefab. Joint orientations of ragdolls corrected. Colliders tweaked.
merge from hackweek_better_mountable_editor
Simple melee weapon, mannequin
improved the ocean culling volumes in canyons to reach higher and wider for cases where ocean spawns higher
Leaderboard backup, run #
13135
Shrink the start tutorial button in the options menu
Merge from getdefinitions_fix
Merge from dome_collider_fixes
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Merge from vanilla_tc_gibs
Merge from binocular_chat
Fixed water overlay post effect getting stuck at NaN weight in playground scene
Update shader reference in Image/Texture previews
Fix sometimes invoking Start Game twice when clicking the image of a list entry
update spritetools
remove LINQ use
fix revive spawning
update spritetools
Allocate more bits to allow 256 block types in shader
Fuck any bridging code, let's handle VDB files all on managed, allow loading nvdb files too
Iterate NanoVDB file handling and dependencies
Use BaseFileSystem for reading NanoVDB files
Parse NanoVDB files properly
Add a chatbox so we can talk shit to each other
Clear Animation Queue properly 😅
Pre-cache all animations in SpriteResource PostLoad. Can eventually calculate these when they are saved and have them be part of the resource in the future.
do not compile shadergraph for now since i am manually applying depth for shadows until theres a proper fix
items flicker before disappearing