140,543 Commits over 4,536 Days - 1.29cph!
Fixed test runner window not showing the in progress icon on a test running its cases
merge from cookingworkbench_kettle_fix
merge from settings_dropdowns_fix
Fix placement guide rotations.
Hookup icon links and generate/assign icons.
merge from store_nre_fixes
Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
Bunch of building help/glyp improvements.
Add building hints.
Analogue inputs now support glyph display too.
More improvements, prompts, help display.
Animal Fence LODs and gibs
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space)
- HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar
- Sleeping cows needs are frozen instead of ticking down
- Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter)
- Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
let subsystems contribute to IK, move shields to it
optim: only add root matrices when we're doing foot IK
run job ik on a single playable graph with two outputs rather than two playable graphs
added textures, mesh and material for test of cow pattern material.
clean up, move things into a single playerik module rather than 3 different layers, run formatter
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
More glyph support and fixes.
More LOD texture optimizations and rebaking
Industrial structures LOD texture optmization / rebaked a bunch of LOD textures with the LODbaker because the old ones no longer match the updated materials / tweaked LOD distances on some buildings to make the baked LODs kick in sooner
More LOD texture optimization
More LOD texture optimization and some rebaked textures
Iceberg LOD textures / rebaked some of the textures to match previous lods better / improved ice sheet materials due to degradation over the years
Merge from the old animals to new system port
fix merge error, update ik changes for shield subsystems
Show correct gamepad glyp for look at
Bugfix: avoid MRU modification when accessing it in BasePlayer.Save
Originally intended implementation, looks like I derped awhile ago.
Tests: booted into craggy with Jobs 4
- Create a balance tool for livestock economy: spawns herds in free range, compound, small pen, barn, solo 2x2, letting them eat/reproduce at x2 speed for one hour, it gives us information to balance how much scrap should each setup generate
- Fix moms spawning calves behind walls when giving birth, allowed them to escape the pen!
- Create sheep population assets
merge from itempickup_notices_fix
Restored BlockLayoutUpdates and AllowLayoutUpdates, was missed from
149666
Should fix the weird layout issues with item pickup notices
merge from fix_threaded_error_client
Don't kick for errors on background threads
Refactor Output.OnMessage() so it passes a single struct parameter instead of (message, stacktrace,logLevel)
- if I'm gonna to refactor it to add a 4th parameter, may as well make it a single class/struct passed
- allows a bool to be passed for "if it was sent on a background thread or not"
Update existing console tests to account for new behavior
Prevent the downgrade in the editor since it doesn't result in kick
Lower error level from exception -> warning on the client on background threads so clients don't get kicked from random exceptions
- keep it on server since it's only used for logging
Deploy guides for 20 deployables moved from Guide Mesh to guide prefabs so they keep their materials on lower LODs and custom meshes; normal maps and cutouts restored on all 20, guide tris and draws unchanged from the LOD1 retargets.
Guide Mesh only inherits materials from a renderer the entity actually draws, which on RendererLOD and MeshLOD assets is LOD0 only, so the LOD1 retargets and the planter guide meshes were rendering flat. Each guide prefab is one child on the same mesh with the materials copied from the entity's own renderer for that LOD.
needs manifest update
Merge from new_navmesh_fixes (for the doors)
Add tests for domestication / grudge, fix TC faulty replication because it's a prop
Shockbyte tool cupboard deploy guide switched from the LOD0 mesh to a custom guide mesh via a guide prefab, guide draws 4 -> 2, tris 37,958 -> 13,646, both normal maps kept.