139,531 Commits over 4,383 Days - 1.33cph!
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
Speculative fix for changes being lost in the graph view of conversations from copilot
Split dump commands into parts (adding, no change to original)
- Animators
- Entities
- LODGroups
- Network
- Physics
- Root Objects (all gameobjects all scenes)
- Warmup
- System info
More workbench UI work for prototype upgrade
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading.
Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
Deployable test for containers missing inventory open & close sounds
Flags the new tin can alarm
fix CCTVRemoteCamera missing vclouds and vfog components
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
Add a way to use multiple animation handles with the player model.
fix default rotation of pumpkin in painting menu
tighten up waterwheel dismount positions
Initial setup for new vending machine admin ui
update phrases
- fix overfished message
- waterflow message
- lootinsafezone msg
More monument scene lighting fixes for updated assets.
exported latest bowless crossbow viewmodel anims
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
Scientist Santa restored in the santa sleigh
Restore path highlighting
Start making conversation for apartment vendor NPC
Seperate upgrade path logic for prototype/regular
Comitting some mitting metas
More neon sign work - new art, LOD0s only so far, some texture adjustments
move "inventory full" toast behind the inventory UI, blocks too much
replaced door meshes with door prefabs on kiosks
Merge: from hascloseconnections_fix
- Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer
Tests: ran unit tests
Bugfix: ensure players are detected on the border of the network cell
- expanded unit tests to cover these cases
Tests: ran unit tests
update apartment_complex_monument/prototype
Fix a test fixture convar
apartment doors lods, collision and static prefabs
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges
- also add a unit test to validate Connections overload
Tests: ran unit tests
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
Revert some UI changes/behaviour. Add separate prototype panel to techtree.
Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
Set new pitch clamps to match animations (30-60deg), update IK hand targets
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases
They can land on a boundary, making it more difficult to reason when working across small/medium/large layers
Tests: ran the tests, same results
Bugfix(tests): expand TestServer's network grid from 1k to 2k
Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures
Tests: ran related tests, discovered couple tests are failing (unrelated to this change)