111,616 Commits over 3,928 Days - 1.18cph!
Fixed inaccurate comments, etc
Merge from elevator_parenting
When trying to upgrade a blocked building block, close the pie menu and pop a toast with the reason
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Vertex stream unfuckery on the new explosions and streaks.
Texture tweak on engine exhaust
Added close-up engine exhaust FX
Sidegun tweaks.
Component destruction fixes for new explosions.
Disabled pie menu options can now run an action when clicked
Merge from elevator_collider_rework
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Client-side "Can't deploy on door!" check so the deploy guide doesn't turn blue on doors
Minor toast error fixes
"Skin not owned" error when trying to skin a block with a skin you don't own
Should not happen in normal situations but I was tired of being confused by this in the editor
Resolve import warnings on vanilla TC gibs
Mark gibs as R/W and convert vanilla TC gibs to use primitives
SB TC now uses the deploy/destroy sounds of the retro TC
Replaced "Too close from another building" error message for "Too close to X"
Briefly highlight the block in question when showing the error message
https://files.facepunch.com/Flavien/WvU4h1yNwGLGDinf.mp4
twitch drops turntables setup
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added underwater mask to crittermovementshader
Sends raknet stats per connection (including throttling) to runtime profiling every 1 second
- iterates through 30 connections per frame but waits for up to 1 second to start looping again
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Fixed the screen turning black after respawning before the end of the death screen fade
Update: Avoiding multiple GameObject instatiation in CompanionServerTests
There's now one testDummy that can be used as a component storage. This allows to have proper "alive" components. This revealed a couple issues (late database cleanup leading to locks, not fully configured clan participation) which I've fixed.
Tests: reran all tests multiple times - all green
Probably fix random TrySpawn exception
Add masking to EnvironmentFishCritter shader (untested at all)
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Update: Added Subscription-related tests to CompanionServerTests
2 more down, 2 to go.
Tests: ran all tests multiple times - all green
Updated stag ragdoll character joint limits
Add command to draw navmesh in game
Update: Adding EntityInfo related tests to CompanionServerTests.cs
2 down, 4 to go.
Tests: ran all unit tests multiple times - all green
missing Intersects2D function
Update: Adding Camera-related tests to CompanionServerTests.cs
This adds 3 more (total 13, 6 to go). These tests don't setup an environment to validate the full flow, but they do prove that request handling is correct.
Tests: ran all tests multipel times - they pass.
exported edited DPV anims and created ascend/descend anims
Adding sunburn page to the DLC tab
Spotlight Refresh, New mesh, materials, textures, LODs and collision. Updated existing prefabs.
Eroded plaster tests on jungle ruins. Removed obsolete textures.
Update: Adding Clat-related tests to CompanionServerTests
This adds 4 mote tests. Added test-related funcitonality to ClanManager to init/deinit.
Tests: ran new unit tests individually, together with rest, multiple times - all pass.
test cases for gjk distance - covers most edge cases from different features (vertex/edge/face)
T1 SMG
viewmodel
world model -> LODs
textures and materials
basic/initial prefab setup
fixed mistake in SquareDistance
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
Replaced OBB Distance and Intersection functions with accuracte implementations
- GJK for distance functions, cheaper SAT for intersection
- square distance function is also replaced, but it still has to run the GJK algorithm so the savings on it are marginal