142,115 Commits over 4,383 Days - 1.35cph!
Removed the loading thingy, few more adjustments
Added electric furnace to the skin viewer
merge from automated_testing
Update all tests to call the base SetUp
Removed KillAllEntitiesInRadius calls
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown
Fixes entities leaking from tests
Add a twist relax slider for hand IK
Add offset to left hand IK
Update: StableObjectArray now exposes stable index lookup map (needed for transform access array jobs)
- moved NativeArrayEx to Facepunch.UnityEngine plugin, enabled unsafe code, added Unity.Collections dep
Tests: none, code is in the middle of breaking rewrite
replaced missed topology usage
replace topology query in road terrain modification with type query
exported edited 3p beanbag anim and set to loop
Updated mortar animation clip naming and added 3 reloads at different heights
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab)
- no middle segment spawning
- need to do more work on defining bridge points and adjusting paths to align better
Clean: dead test code removal
Tests: compiles
Skin pass for hide poncho
Update: conversion to StableObjectArray - step 2, WaterLevel tests
Tests: ran WaterLevel unit and perf tests
Merge from workbench_upgrades
Export the test list before running the tests from the pipeline
Parachute backpack skinning pass
merge from itemslist_search_improvements
Improved search in item list, typing 'wood' will show the wood item first
exported 3p boat sterring anim and added to player animation controller
merge from itemslist_scaling_fix
Improved item list category button text scaling
Update: conversion to StableObjectArray - step 1, AntiHack unit tests
Tests: ran antihack unit and perf tests
merge from itemslist_scaling_fix
Industrial Large Furnace - created icon, added it to the icon generator manifest. Added the furnace to the StorageAdaptorAllowCollisionGroup
Improved items and vehicles list grid scaling, works better with any resolution and different UI scale
tweaked transforms in wood shutters prefab (zeroing)
added WIP kitchen cabinets to apartment prefabs
Merge from whatusesthis_fast_path
Added a faster version of What Uses This that will appear when right clicking script files
Uses text search rather than generating the full project database
Won't appear if the regular "What Uses This" database has been generated as that will be faster than this version
Takes about 25s to find all uses of a script
Merge from broken_glass_col_fix
Merge from lumberjackHoodie_Industrial
Merge from nighttimeduration
Merge from crypt_window_collision_fix
Merge from grenade_input_refactor2
Alternative, much less risky grenade third person/anim fix
Once a player starts aiming, don't let aiming state reset to false until the weapon is thrown (should prevent any anim dithering)
Add a new third person only code path that just emulates the first person logic flow, this should prevent any bugs leaking into first person mode and we odn't need to make any changes across all of the grenade types
In theory synced everything up
Added hover over colour changes to the fake inventory slots
Fix draggins vs clicking detection on existing sell orders
Swapped stats spawining over to GameManager rather than dialog spawn (since it doesn't support nesting)
Finished vending admin panel
- Can open stats again
- Add some new status indicators (drone accessible, has stock, broadcasting)
- Tag toggle supports rust icon
- Add a clear all button to be able to wipe the existing order
- Clicking on an existing order will now modify it
Add styling when dragging sell orders