141,013 Commits over 4,352 Days - 1.35cph!
Optim: avoid IEnumerable Enumerator allocation
Not as generic, but saves an alloc
Tests: took a snapshot while shooting
merge rust_relay_server -> main
merge main -> rust_relay_server
Added time since last fish success, meaning that if you catch limit-1 and then leave, the timer will still tick and the catch count resets after the timer. And halves after halftime to avoid just missing the timer refresh.
Also added the toast popup warning to when you are going to throw the line, instead of just after, so you dont waste bait
resolved websocket reconnect spam, added relay convars for managing relay state (shutdown etc)
Added 3p horseback turning anims and hooked up in player animator
Bowless Crossbow - updated model orientation, fixed screw, WIP textures
Apartment complex b / wrapped up LOD0 geo and rooftops
Industrial Shelves;
- Perliminary texture pass on wall shelf, half shelf and full shelf.
- Added mask texture for colour changing.
- Setup material to support colour tint.
exported latest salvaged hammer refresh viewmodel anims and edited admire anim.controller blend
Add some velocity checks to gibs, force non convex and kinematic if below these. Convars for values.
Increased the force timeout.
merge from automated_testing
Updated all the convarscope calls in tests to use the new notation
Simplified ConVarScope calls
paintable signs added to kiosks
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Added Small Kitchen Cabinet Prop Models and Textures
Setup Small Kitchen Cabinet Prop Prefabs, LODs, Colliders and Materials
Added and Setup Small Kitchen Cabinet Prop Folders
Prop Test Prefab Update
pinched hatch inwards on triangle frame to stop clipping in some instances.
Merge: from buildingprivlidge_invoke_allocs
- Optim: BuildingPrivlidge.AddDelayedUpdate caches it's invoke
Tests: none, trivial change
Removed obsolete test on TestSolarPanel
Test list
textures/decals/ folder ok
re-organised the projected decals and their materials into the content/decals/ folder for clarity.
textures only in /textures/decals/ from now on
Rebuild aggregated results when filtering tests using the search bar
Also allow Select Tests menu items on scriptable objects
Optim: cache invoking callback in BuildingPrivlidge.AddDelayedUpdate
Tests: none, trivial change
removing art folder that should not ship with game
textures/generic/ folder ok
Some style tweaks on loadouts and copy pastes tabs
Merge from chainsaw_hotspot_gathering
❌ has been ❌'d (removed) whilst using the chainsaw
Scale the rate at which chainsaw gathers wood so it is not significantly faster than it was before, like what the jackhammer does
Added an extra hash set when calculating the seed for picking hair colour
In some hair cases this was resulting in hair that would only allow certain colours in the variations colour array
merge from skinviewer_easter
Updated bunny costume skinviewer BC settings
merging medical syringe updates from refresh branch
kind of hacky BC fix to allow scaling BC without breaking the positions of chains
- adjusts LengthModifier by inverse of minimum lossyScale to simulate larger in WS to cancel out the incorrect scale when adjusting transforms in LS with bonestates
- need a more legitimate fix for VMs as I hadn't realised how much scale was effecting it