136,237 Commits over 4,474 Days - 1.27cph!
merge from PlayerMaintainedMonuments
merge from airfield_maintainable_features
added maintainables to scene + S2P
fixed up prefabs
moved maintainables into proper place in monument (WIP placement)
Fix item ownership not applying to items looted from containers if a player partially loots it then the loot refreshes afterwards
- avoids guns and armor very rarely appearing on servers with no ownership
Print errors in the rust editor when RealmedRemove detects an object in "doNotRemoveFromClient" that isn't parented to the same object and therefore won't be protected from removal
- show in editor instead of automated tests so these are noticed during development instead of needing to wait for it to be merged to staging
merge from fix_realmed_remove_warning -> main
merge from fix_apartment_loot_hallway -> main
Merge from PlayerMaintainedMonuments/powergrid
Merge from PlayerMaintainedMonuments
Editor OnValidate error log if LodComponent is unassigned on MonumentBlocker
gamesroom shotgun trap
- textured updated
- game model updated
Fix issues with barrel blockers preventing play mode when they are in the scene
merge from PlayerMaintainedMonuments
Merge from PlayerMaintainedMonuments
Fix borked proto merge, run codegen, now compiles
keyboard prefab setup updates
Update: ensure BaseEntities with networkEntityScale can be saved in MT
- added GetLocalScaleMT + unit tests
- increased TestMTSave(BaseEntity) coverage
Tests: ran unit tests - 219 pass/425 fail
Bugfix(tests): rewrite test proto comparison to use serialized buffers
Was naive to hope NUnit would fall back to reflection-based Equals for objects.
Tests: ran TestMTSave(BaseEntity) - it passes (though there's 1 branch that's not covered, gotta fix)
initial iteration of a push/pull sculpting tool that's working by smoothstepping existing data, allows you to very smoothly sculpt in a way that feels more like clay modelling than shape-stamping
merge from fix_apartment_race_purchase -> main
Fix apartment vendor not showing "sorry, we ran out of those rooms, please pick another" if two players go through the conversation options and try to rent the last room at the same time
Added windows server console history (using the up / down arrows)
Added console.consolehistorysize (defaults to 200) + codegen
https://files.facepunch.com/raul/1b1011b1/10_17-38-OddBovine.mp4
Fix powerplant fuse condition loss not using tick deltatime
Cow lean animations for the 3 main cycles
PowergridToggle now only toggles on/off based on how far (distance) a powergrid stage update has reached. Allows for powergrid on/off effects to be toggled in a nice looking sequence rather than all at once
Add convars for tuning how fast powergrid stage updates should happen
Stripped out ConsoleInput from the client
Update: add GetNetworkTime(ThreadSafeTime) overload
Going to use it to gradually convert entity saving code (instead of modifying all 40 callsites from the get go)
Tests: ran unit test for BaseEntity - no longer complains about scripting API, but thinks outputs differ
merge from gas_station_maintainables
Update: Convert BaseNetworkable.GetNetworkPosition/Rot to use GetLocalPosMT/RotMT
- every BaseEntity now caches it's TransformHandle on spawn
Only active when UsePlayerJobs >= 4
Tests: ran unit tests (now fails further). spawned a boat on craggy and sailed for a bit - no replication issues.
triangle ladder hatch icon
static small generator prefab, for around back of the gas station
Finalized powerplant base lighting.
added maintainables to scene + S2P
fixed up gas station car lift
added placeholder sound events
smoothed out movement of lift on clients
dont show "edit car" unless there's a car on it
reworked prefabs after changes, with accurate placements in scene
Cherry-pick global_mip_bias onto render_pipeline_testing
Fix shader error in Core/Skin
halving quantized max value for stored data, big quality improvement
Fix double navmesh on tropical island 1
Update: Implement GetLocalPosMT and GetLocalRotMT that can bypass unity scripting restrictions
- added unit tests
These are dangerous and can only be used if it's known that there's no other overlap with transform hierarchy changes. WIll be slower than TransformHandle read in editor/staging, but should be similarly fast in release
Tests: ran unit tests
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
Fix oilrigs and tutorial islands navmesh not working with new system
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
Fix dodgy prevent building area