145,399 Commits over 4,444 Days - 1.36cph!
merge from fix_deepsea_terrain
merge from fix_compile_sim_parallel -> main
Time how long it takes to fetch define constants
Cherrypick CS
152617 (prevent dotnet processes lingering & fix MSBuild error messages not being printed)
Rename vent blocker entity for consistency
Rebuild manifest
Fix monument blocker resource dispenser not respecting its melee protection stats
Fixes an explosive damage only monument blocker still being able to take melee hits
Set correct motion vector shader in RRP settings
force runtime lookups to rebuild from the updated asset
Fix compile simulator not working in parallel mode
- use CustomBeforeDirectoryBuildProps parameter to pass in a custom props file to overwrite BaseIntermediateOutputPath
- accomplishes the same thing as passing in the BaseIntermediateOutputPath parameter used to
- each platform is now in /Temp/CompileSimulation/{Platform} again like it used to be
delete leftover file from tropical 4, plastic somehow forgot it
Bugfix: accidentally used ducked instead of ducking modelstate, whoops
Tests: ran consisntecy unit tests
Cobalt Statue - Added colliders and modified prefab settings
Optim: ServerCachePlayerInfo - stop caching isDucking
Tests: AH consistency unit tests
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Add TerrainToMesh source, simplify terrain baking process for deep sea + add it to s2p.
Fixed the final bloom pass's render texture size
Optim: ServerCachePlayerInfo - don't cache isOnLadder
Tests: ran AH consistency unit tests
demo_compatability_layer -> main
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Also set telephones to be always powered
- was setting them to not require power but that was only applying on the server
Implement camera motion vectors
Empty compat file so it gets included in builds
Set bowless crossbow item category so its correctly set as a store item by the repair bench external link button
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Set fridge as powered by default inside apartments
Prevent players from picking up deployables inside monuments when they require building permission to pickup (aka all the beautiful entities I spawned inside apartment rooms)
Bugfix: missed a couple places where ModelState.Blocking is updated
Tests: none, trivial change
merge from attachment_charms
Fixed skinviewer vertical drag clamping not clamping for real
Tweaked charms lighting
vending_stats_text_fix -> main
Stop the text going blurry in the vending stats page
office light prefab & related files
Clean: fix up formatting crimes in BasePlayer-SaveLoad.cs
Tests: none, trivial change
Update: duplicate ModelState.flags and ducking properties into their own arrays, keep them in sync with incoming model states
Will allow me to removed caching of 5 properties in ServerCachePlayerInfo
Tests: booted craggy
Keep the 'change accessory' button on selected items even if you dont have any charms unlocked
So you can remove a charm on a picked up gun
- Rewrite of the demo compat system
- General cleanup
- Couple of weird editor only bugs fixed
Fix new mountable tests having the "Deployables" category, breaking deployable tests
Minor cleanup, testlist
Set up (empty) camera motion vector pass
Merge from satellite_crash
Enable map zooming on the targeting map.
Codegen.
Fix per-object motion vector pass
Add teleport2satellitecrashsite
main -> demo_compatability_layer