130,757 Commits over 4,232 Days - 1.29cph!
More laser detector tests
Cleanup
merge from main -> boxes_dlc
merge from helicopter_flare_balance_pass -> main
Buying a mini or scrappie from vendor automatically grants some flares
initial setting up of viewmodel paintballgun prefabs/anims
Tweak cannon ball velocity/gravity.
Reset pitch and prevent aiming while reloading cannons,
re-introduce third person reload animations for cannons,
fix cannon animator never resetting reload progress when cancelling a reload.
Roadsign Glove LODs - Male/Female
Rust Birthday Balloons - Added all balloon variations, with gibs and lods, models, textures and setup materials, created the first balloon prefab and ran manifest
Throw and fail the test if SpawnEntity failed
Adjusted Viewmodel Sway Test values to 20 on 28 items that didn't have it set to 20
merge from sorted_protobuf_gen
Fix military tunnel scene not being playable in editor
Fix puzzle reset not covering a small part of the underground area
S2P
Merge: from spectate_dontfloodsnapshots
- reduce potential delay when starting to spectate a far-away player
Tests: flew around 2k procgen map, got to the other side of it then spectated player on the opposite end.
merge from military_tunnels -> puzzle_reset_changes
sort ProtoMessage Messages for codegen consistency
Connect all IO to single puzzle reset generator since we already got rid of the other puzzle reset
S2P
Added laser detector tests
Update: spectator's snapshot queue is cleared when switching between far-away targets
This should speed up switching around on a server. Doesn't help if the network write queue is backed up
Tests: on a 2k procgen map and fast noclip, flew around the island to load up the snapshot queue, then spectated on a player that's on the other side of the island. Observed player moving.
anim setting and mask updates for various mount animations
Knights armour helmet repose
update puzzle_reset_changes/military_tunnels
Shrink water treatment puzzle resets slightly
S2P
Dome shrink puzzle reset from 60m -> 6m
S2P
Harbor 2 shrink puzzle reset 50m -> 7m
S2P
Harbor 1 shrink puzzlereset from 60m -> 7m
S2P
trimming on FC4, FC2
S2P FCs
Merge from naval_update, take PlayerBoat.Server from source cus plastic is fucked
Merge from refactor_creation
turret_viewmodel -> naval_update
corrected Sail's CacheIsWindBlocked check to handle realmed colliders
- tried batching this but there's not enough casts for it to be worth the overhead
Turn off viewmodel for now
Remove double call to cache parts when loading.
Fix trigger issue.
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Combine create and load init, remove now redundant duplicated code.
Metal Plate LODs - Male/Female