128,902 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Update: Constraining Pool.Free - Step 2
* Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads
* Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL)
* Changed StreamBuffer overload to be a FreeUnmanaged overload
Tests: built all targets in unity
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Lowered vehicle parenting volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from Blend4Way double sided
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
 
                
                
                
                
                
             
         
        
            
            
            
                
                rock formation prefabs (sea) radius and fade improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests
Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it.
Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion.
Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wire deployable on trees
Minor placement fixes
Cleanup
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Models and materials folders
 
                
                
                
                
                
             
         
        
            
            
            
                
                propagated the latest changes into procmap stack
 
                
                
                
                
                
             
         
        
            
            
            
                
                Commit missing change from private to public
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▍▌▉▊▋ ▋▄█▋ ▌▅▅▉▆_▌▇██_▌▇█▋▋▌██_▆▇▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                █▉▌█ ▇▍▉▍▉█ █▇▌ ▋▅▋▄ ▌▋▍▇▉▉█▇ ▋▇ ▋█▊ █▊▅▄▅ ▍▌▊▄ ▉▉▄▇█ ▅▆'▆ ▊▍▅▆▍█
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added first pass win and lose anims - currently not hooked up to minigame
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from fishing_full_inv_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added RPS icon for gesture wheel. Updated UI to match new designs.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Player model cleanup
Added a blocking state to the 3rd person animator
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▉▉▍▋▊▄ ▍▇ █▅▍▅▆ ▍-▆▅▌ ▇▇▇▄▇▋ ▉▋▌ ▋▆▋▍▅▅▇▊▅▆ ▌▅ ▅▌▉ ▇▊█ ▆▆██▆▌▆▇▄█▇▆ ▌█▄ ▋▇▋▉▉▄▌▋
 
                
                
                
                
                
             
         
        
            
            
            
                
                First pass on damage logic
Shields can take hits and the hits are absorbed by the items condition
Shields can have different ProtectionProperties like a BaseCombatEntity
Shields can take hits when mounted on the back and abosrb the damage like they were held
Broken shields won't appear at all
 
                
                
                
                
                
             
         
        
            
            
            
                
                improved visuals of the glass on the DPV
altered texture and materials
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added relief map option to standard-specular shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                New faster and more accurate compute-based relaxed cone map generator
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Lighting prefab backup / Volume fuckery
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hill cliffs proc map settings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hill cliffs progress and mid size variants
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from cached_ping_query_reduction -> main
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▆▋▄▌▍▋ ▇▌ ▍▉▊ ▆▋▊▇▄▇▇▇▄▅▇ █▊▄▄▍▇▉▅█▇█▋▆▊ ▅▌▌▌▅▄█ ▇▊▊▌▌▊▄▍ ▊▅ ▌▍▍▆█
▋▌▌▄▆▋ ▄▆▋▄█▋▌█▉█▍ ▅▌▅▍█▆▄▊ ▉▅▌ ▆▉▌▇█▊▅▍▄ ▄▌▊▆█▌ ▌█▍▅▉▄▋ ▍▌ ▄▄▉▇▊'▋ █▊▊▅ ▄▆ ▆▅ ▇▅▇▊▇▌▆▆ ▌▉▉█▊
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add proxy circle behaviour to wolf to test anims
 
                
                
                
                
                
             
         
        
            
            
            
                
                Recipe, description and placeholder icon
 
                
                
                
                
                
             
         
        
            
            
            
                
                AI can now trigger tin can alarms
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▄▋▄▋█▍▌▋▊▌▇█▍ █▇▋ [▅▅▄▅▌▌▋▅▅▊▇] ▅▌▄▌▋██▋▆▌ ▄▄ ▅█▆ ▋▅█▌█▊ ▊▊ ▌▅▍▌▍▅▍▍▊▋ ▊▋▍▊▄ ▉▍ █▊ ▅▌▄ ▄▌▋▉▅▉▊ ▆▅▊█ ▅▆▊▌▉▉ ▉▆▍█ ▇▉▊▇▅▅▌▌▄ ▍█▋▋▄ ▄▅ ▇▄█ ▆▇ ▉▄▇▌
 
                
                
                
                
                
             
         
        
            
            
            
                
                Placeholder audio, repair & protection values
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moving everything to occlusion volumes WIP.
Static candle prefabs support volumes.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bike Cargoship Parent -> Main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only bother getting the trigger parent component should the bike have a driver
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc