138,737 Commits over 4,505 Days - 1.28cph!
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
merge from existing fix branch: airfield_powergrid_light_fix
merge from fix_airfield_powergrid_indicators
More automated tests for croc/wolf/tiger foundation jump/destroy behaviors, fix bug where cancelled/stale tile request would delete the tile after failing
Misc code improvements for StagedRendererLOD
fix offcenter and upsidedown airfield powergrid indicators
Updated gate to look more "gate-y"
merge from medical_honey_bandage
fixed muzzle brake flash offset after 3p position corrections for:
SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun
now matches assault rifle position
square steam images for ice king set
Instant health 8 -> 10
Healing over time 0 -> 4
new store description for ice king pack, and square steam images for patterned sofa
Add ability to test mutiple virtual clients through just one editor, meaning we no longer need to maintain multiple projects to test multiplayer.
Uses the Unity multiplayer playmodepackage.
- Setup scenarios for 2,3 and 4 players
- Guard a bunch of steam stuff that results in NREs on multiplayer playmode
Test list
Reapplied discarded network range changes
merge from io_networkrange
Updated the network range of most player deployed IO prefabs, reduced network distance on 48 prefabs