147,164 Commits over 4,444 Days - 1.38cph!
merge from spraycan_reskin_refactor
Fix an edge case of errors when reskinning snowmobiles after they were saveloaded
Child entity (fuel tank, storage) spawn order can vary after a server restart, causing a mismatch when trying to restore inventories using the child indices - add fallback to match by just prefab id
For extra safety add more logging, and a fallback for the fallback - should anything go wrong with restoring containers, drop any leftover items instead of leaking them
Move bc simulation into its own unit-scale sim-space using a basis of either the controller transform or the VM transform
- allows simulation to not be affected by VM-scaling, should be significantly more stable
Update the test commands to just use the final stage
Charms are spawned by the skin viewer using a common template
Limited vertical drag movements when inspecting charms, BC isnt working well, we'd have to set custom constraints for the skin viewer only
Ensure all FormatBytes cases display capitalised KB/MB because we are dealing in bytes, not bits. Was driving me crazy displaying kb/mb everywhere when we are using bytes, not bits
Port cannons and mortars over to animation subsystems, create sub controllers for both, add additive toggle for one shot subsystems.
main -> autofind_deployable_snapping
secondary_connection_voices_fix -> main
Fix VOIP bugging out over CCTV cameras
Prevent connections from being added twice: once through the secondary connections then once through the regular path
set dressing progress on 1st floor of wing
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
Added a button to the skinviewer window to strip unwanted components, uses LODStripper with a custom list of component to exclude
Charms can be inspected using the skin viewer
merge from vending_mapmarker_pooling_fix
Fix a vending machine map marker pooling bug that causes markers to appear in wrong locations on the map when some are merged into clusters
Merge: from pool_mt
- Bugfix: avoid extensive spills/misses with new Pool
- Clean: UseMutexPool is now correctly showing 2 entries in console autocomplete
Tests: unit tests, booted into Playground and Procgen 2k worlds and checked print_memory
Manifest, codegen, localization
Clean: redefine UseMutexPool variable as separate ClientVar and ServerVar instead of merged ConsoleVar
- Codegen
Former doesn't show 2 options in console
Tests: booted into craggy and checked suggestions
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set dressing progress on 1st floor of wing
lower ao factor on broken tiles material
Quick test of a 2 stage descent
Hairbun/ponytail proper material assignment in import settings
Bugfix: add a fuzzy check to prevent Pool read-write head desync causing lots of misses+spills
Surprisingly, it's about 15-25% faster than before fix in MT scenarios, but expectedly slower by 10% in ST (still faster than og Pool)
https://files.facepunch.com/danielprihodko/1b1011b1/WyJ3SUYrMB.png
Tests: ran SpillageRunaway unit test 10 times, booted into Playground 4 times - no debug messages about misses/spills. botted 2k procgen world and checked print_memory
Remade ponytail/bun wood helmet conditionals (with consistent vertex order)
Re-applied skin to all ponytail/bun meshes to keep bone list consistent
Woodhelmet LOD2 keeps default mesh (so ponytail/bun doesn't dissapear)
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FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
Merge from apartment_complex_monument
Was easier than merging from main as this branch contains an earlier merge from apartments
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
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Fix old navmesh agent being enabled even when using new navmesh
Update(tests): change spill tests assertions to permit writed head to run ahead of read head
Tests: ran unit tests
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Check charm ownership when firing the UpdateAccessoryOnItem rpc
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steam_retry_button_fix -> main
LODs and collision and vertex blends for playground assets
Calculate a suitable position as soon as a satellite is selected.
small transform access usage change
disabled editor-only sync on all bc materials
Update(tests): add a synthetic test to cause pool spill runaway
- moved other spillage tests to Unit namespace and merge into 1 test
Made it to fail consistently at 4 consume threads
Tests: ran tests
merge from attachment_charms/ui
Can change charms in the repair bench as well
Enable RW on all meshes currently used for collision in the apartments monument