128,910 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
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                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
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: reimplementing List.Compare to use an inplace algorithm
Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected).
Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
 
                
                
                
                
                
             
         
        
            
            
            
                
                WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
 
                
                
                
                
                
             
         
        
            
            
            
                
                underwater_divesites scene playable in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                exported wolf run turnleft 150 to run test anim
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from BurstClothFixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
 
                
                
                
                
                
             
         
        
            
            
            
                
                small ocean wreck buoy 
initial prefab setup
LODs
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed CNY_Spear and SkinningKnife BurstCloth setups
- proper gravity values
- reduced damping to reasonable values
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed ConversationManager Update NRE
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge Cargoship Log Spam Fix -> Main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
 
                
                
                
                
                
             
         
        
            
            
            
                
                Client compile fix, code cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Initial support for parsing a list of pasted workshop URLS and finding the matching items
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Adding Pool.FreeUnmanaged overload for MemoryStream
Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env.
Tests: build only in editor, all targets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wire deployment cancel condition
 
                
                
                
                
                
             
         
        
            
            
            
                
                Feedback: Replacing bikeshedded emptyArray with Array.Empty<T>
Tests: trivial change, so only built Client+Server
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Switch from pinging servers via their IPs to pinging the entire server list via 4 queries
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from mountable_rotation_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from fix_convar_defaults_server
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from optimize_prewarm_doors
 
                
                
                
                
                
             
         
        
            
            
            
                
                 merge from triggerbase_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type
Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Temp model
Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hold RMB to block with the shield (only visible in first person right now)
Cannot attack while blocking
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hide the left arm of viewmodels when a shield is active (rotated off screen)
Hide the viewmodel shield while reloading weapons
 
                
                
                
                
                
             
         
        
            
            
            
                
                Let bike driver wield items
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated third and first person animations for rock paper scissors gesture.
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed