142,116 Commits over 4,383 Days - 1.35cph!
Clean: rename BasePlayer.StableIndex -> BasePlayer.ActivePlayerInd
Eventually we'll have SleeperInd and etc, so doing this change early
Tests: compile all modes pases
Setup Large Apartment Kitchen Cabinets and Cupbaord Prefabs
Setup Large Apartment Kitchen Cabinet Detail Layer Paint Material
Clean: delete PlayerCache and it's unit tests
Tests: compiles
▄ ▄▇▅▆ ▊▉▌▇▍▋█▄▌▅▉ ▇ ▆█▋▇▅▆▊▆▅ ▌ ▆▅▋█▇▉▊▅▌▆▇▍▅▄ ▄▅▆▋ ▄▅█▍▉▌▋▍▄▍▍▌▋▌▄ ▌▇▊ ▉██▌▇▋▇ ▇▍▆▇▋▆ ▍▍▍▆▄▇▆▉ ▍▋▇ █▊▆▍▉▉ ▍▆▋█▉▋▆▅ ▋▋▊ ▆▌█▊▇▋▍▍ ▌▊▄▉▄▄ ▊▋▄█▊█ ▇▌█ ▇▄▄▋▇▅ ▊▄▆▊▊▇▄▆▋▅ ▍▆▄▋▌▍ ▋▊▇▍▄ ▆ ▋▄▇ ▆▇ ▇ ▅▉▇▍▊▋▅ ▉▋▍█▋▉█▆▆▋▅▇▅ ▉▇▇▇██▅ ▇▇▅▆▇ ▍▊▄▆ ▌▍▊▇▉▇ ▆▋▆ ▉▇▉▍█
Scaled up the progress image on weapon attachment item icons
Bugfix(editor): rengerate client-side shorevector cache if it's size changed
Tests: connected to a server running craggy
updated merge from lumberjack pickaxe fix branch
merging from lumberjack pickaxe fix branch
added missing deploy/attack anim events to melee,grenade and paddle anim clips
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes
- increased hull triangle bounds slightly to properly fit it
- handling non-square hull block bouds when getting bounds of hull for defining raycast planes
- increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
Updating wooden armour pants skinning
Update: StableObjectArray rewrite - version 2
- Replaces PlayerCache on the server in all the relevant paths
Still need to do clientside projectiles stable cache before ripping it out
Tests: booted into Craggy, ran around. Need to test 2p, but being stopped by some shore vector out of bounds access, hoping sync fixes it
At first add no limit on max build queue
Bugfix: StableObjectArray.StableIndexLookup was returning unbounded array
Tests: booted into craggy and ran around
Compile fix UIPrisonerHoodOverlay
Replace LocalOrSpectatePlayer property with GetLocalOrSpectatePlayer() that will always prefer to return the currently spectated player regardless of current camera viewmode
Replaced property with getter method to make it clearer that we should prefer to cache the player rather than repeatedly fetching
Checked and replaced all the previous usages. Many files touched, many minor bugs fixed due to the spectate player value having been wrong. Definitely* no new bugs introduced
Jump suit skinning update
merge from storeoverride_loading_fix
Fixed store content loading when using overrides
npc tutorial animations updated
Fix potential culprit for double free of tileData
Halterneck skinniing update
Limit max number of tiles being built in the background
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
moved ScopedOcean from TestFixture->RustTestFixture
Update: useful bits from the first failed StableObjectArray conversion
It ended up being too pervasive for my liking, going to try a simpler approach
Tests: compiles as part of rewrite, but none otherwise
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
Prisoner hood overlay fixes
removed old test fixture api usage
merge from console_uparrow_fix
Fixed console auto complete preventing you to go through the history when open
Fix budget being treated as seconds despite being miliseconds
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
merge from playerboat_tests
Merge from water_well_B_spawn_fix
Fixed food cache not spawning in water well B
Testing changes to Jenkinsfile
Fixed client convars with an empty default value showing as [?]
merge from convar_defaultvalue_fix
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)